 [Statedef -3]
;===============================================================================
;                                eݒ
;===============================================================================

;--------------------------[ CQ[Wݒݒ ]-------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(20) =        30
;                ̒l傫ƒႭAƍʒuɕ\܂B
;                0ɂƔ\ɂȂ܂B

                                                                                trigger1 = !var(20)
;-----------------------------[ {Q[Wݒ ]----------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(21) =        220
;                ̒l傫ƒႭAƍʒuɕ\܂B
;                0ɂƔ\ɂȂ܂B

                                                                                trigger1 = !var(21)
;-----------------------------[ tbVݒ ]--------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(44) =         0
;                 0ŕ\܂B
;                -1Ŕ\ɂȂ܂B

                                                                                trigger1 = var(44) = 0
;-----------------------------[ K[hݒ ]-------------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(11) =         1

;                0FK[hI쒆ɎK[h܂(Mugendl)
;                1FK[hI쒆͎K[h܂(SS5SPdl)


                                                                                trigger1 = var(11) = 0
;-----------------------------[ Ք荇ݒ ]--------------------------------
                                                                                [State -3]
                                                                                type = VarSet
var(16) =        -1
;                 0ŗLB
;                -1Ŗɐݒł܂B
                                                                                trigger1 = var(16) = 0

;===============================================================================
;===============================================================================
;                                 AIݒ
;===============================================================================

;******************************* AI̐ **************************************

;Ɋ҂ȂB̗͂[hƑ҂CɂȂB
;ss5spdl̏ꍇ͗\ŕ≺islɂȂB

;Lv.5̓X[p[sB

;-----------------------------[ AIxݒ ]---------------------------------
                                                                                [State 30000]
                                                                                type = VarSet
var(59)=         3
;                1`5Ŏw肵ĂB
;                xグƔxオAA
;                AIɌʂ̖A܂͔₷sTlɂȂ܂B
;                3ULւ܂B
;                -1OFFA5͒łB
                                                                                trigger1 = var(59) != [-1, 0]
;----------------------------[ AINݒ ]--------------------------------

trigger2 =       0
;                1ɂƎNɂȂ܂B


;-----------------------------[ eԂݒ ]----------------------------------
                                                                                [State 30000]
                                                                                type = VarSet
var(58)=         2
;                0`5Ŏw肵ĂBlmłB
;                XgXxɐݒ肵ĂĂB
;                AIx3ȏ̂ݗLB

                                                                                trigger1 = 1
;------------------------------[ ̋nݒ ]---------------------------------
                                                                                [State 30000]
                                                                                type = VarSet
var(57)=         1
;                ̋n̓|[YAŎsׁA
;                vC[̏ꍇR}hFhȂ܂B
;                ɃXgX̃XCb`łB

;                0 ... ̋ngp܂B
;                1 ... ̋ngp܂B

                                                                                trigger1 = 1
;===============================================================================

































;==============================================================================
;KO{CXǗ
;==============================================================================
[State -3]
type = PlaySnd
triggerall = !NumHelper(795)
triggerall = RoundState = 3
;triggerall = var(55) = 0
triggerall = !var(17)
trigger1 = !Alive
value = 11, (var(55)=0)
channel = -1
volume = 256
;*********************************************************************

;  AILq

;*********************************************************************
;===============================================================================
;                                   {
;===============================================================================

;///////////////////////////////////////////////////////////////////////////////
;                                   
;///////////////////////////////////////////////////////////////////////////////

[State -3, EnemyNear,ID]
type = VarSet
triggerall = !IsHelper
trigger1 = NumEnemy = 1
trigger2 = NumEnemy = 2
trigger2 = EnemyNear(0),life > 0
var(35) = EnemyNear(0),ID
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, EnemyNear,ID]
type = VarSet
triggerall = !IsHelper
trigger1 = NumEnemy = 2
trigger1 = EnemyNear(0),life <= 0
var(35) = EnemyNear(1),ID
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, ̃Xe[g]
type = VarSet
triggerall = PlayerIDExist(var(35))
trigger1 = var(36) != PlayerID(var(35)),StateNo
var(36) = PlayerID(var(35)),StateNo

[State -3, x]
type = VarRandom
triggerall = NumHelper(30000)
triggerall = var(59) = 1
triggerall = GameTime%10 = 0
trigger1 = Alive
v = 33
range =10, 26

[State -3, x]
type = VarRandom
triggerall = NumHelper(30000)
triggerall = var(59) = 2
triggerall = GameTime%10 = 0
trigger1 = Alive
v = 33
range = 8, 22

[State -3, x]
type = VarRandom
triggerall = NumHelper(30000)
triggerall = var(59) = 3
triggerall = GameTime%10 = 0
trigger1 = Alive
v = 33
range = 6, 18

[State -3, x]
type = VarRandom
triggerall = NumHelper(30000)
triggerall = var(59) = 4
triggerall = GameTime%10 = 0
trigger1 = Alive
v = 33
range = 2, 14

[State -3, x, ǂ(Ƃ̒)ݒ]
type = VarSet
triggerall = NumHelper(30000)
triggerall = Random = [0, (var(59)*var(59)*5)]
triggerall = GameTime%10 = 0
trigger1 = Alive
var(33) = 0

[State -3, x]
type = VarSet
triggerall = NumHelper(30000)
triggerall = var(59) = 5
triggerall = GameTime%30 = 0
trigger1 = Alive
var(33) = 0

[State -3, K[h]
type = VarAdd
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
trigger1 = Helper(30000),InGuardDist
trigger2 = PlayerID(var(35)),MoveType = A
var(41) = 1

[State -3, K[hZbgJEg_E]
type = VarAdd
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = var(41) < 200000
triggerall = MoveType = I
trigger1 = !Helper(30000),InGuardDist
trigger1 = PlayerID(var(35)),MoveType != A
var(41) = 10000

[State -3, K[hZbg]
type = VarSet
triggerall = NumHelper(30000)
trigger1 =!Helper(30000),InGuardDist
trigger1 = var(41) >= 200000
var(41) = 0

[State -3, PrevStateNoL]
type = VarSet
triggerall = StateNo = [200, 5120]
trigger1 = fvar(3) != StateNo
fvar(3) = StateNo

;--------------------------------------------------------
[State -3, {, U]
type = Null
triggerall = var(59)
triggerall = GameTime%60 = 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = (Life -LifeMAX) <= (PlayerID(var(35)),Life -PlayerID(var(35)),LifeMAX)
trigger1 = P2BodyDist X = [  0,  80]
trigger1 = var(38) :=  40+(Random%4*10) 
trigger2 = P2BodyDist X = [ 80, 130]
trigger2 = var(38) := 100+(Random%4*10) 
trigger3 = P2BodyDist X = [130, 999]
trigger3 = var(38) := 120+(Random%3*20) 

[State -3, {, ]
type = Null
triggerall = var(59)
triggerall = GameTime%60 = 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = (Life -LifeMAX) > (PlayerID(var(35)),Life -PlayerID(var(35)),LifeMAX)
trigger1 = P2BodyDist X = [  0,  80]
trigger1 = var(38) := 80+(Random%4*10) 
trigger2 = P2BodyDist X = [ 80, 120]
trigger2 = var(38) :=120+(Random%5*10) 
trigger3 = P2BodyDist X = [120, 999]
trigger3 = var(38) :=180+(Random%3*15) 

[State -3, 󋵉]
type = Null
triggerall = var(59)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
;ԍӂ̎߂Â
trigger1 = P2BodyDist X = [20,25]
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) < 2
trigger1 = var(38) := 5
;NUߗp
trigger2 = Helper(30000),var(15)
trigger2 = P2BodyDist X = [0, 100]
trigger2 = var(38) := 50

;[State -3, ߎvl, 8bɐؑ]
;type = VarRandom
;triggerall = NumHelper(30000)
;triggerall = var(59)
;trigger1 = GameTime = 0
;trigger2 = GameTime%480 = 0
;v = 38
;range = 1, 2

;[State -3, {莞ؑ]
;type = VarSet
;triggerall = NumHelper(30000)
;triggerall = var(59)
;triggerall = var(52) >= 1
;trigger1 = var(38) = 2
;var(38) = 1

[State -3, oOh~]
type = MoveHitReset
trigger1 = (Ctrl||(StateNo=[10,19]))

[State -3, LZ\, ̊֌W1F鎖]
type = VarSet
triggerall = var(37) = 0
trigger1 = (Ctrl||(StateNo=[10,19]))
;ʏZLZ
trigger2 = (StateNo = 200) && (time = [ 6,13])
trigger3 = (StateNo = 205) && (time = [ 5,17])
trigger4 = (StateNo = 210) && (time = [ 0, 1])
trigger5 = (StateNo = 215) && (time = [ 9,22])
trigger6 = (StateNo = 220) && (time = [ 0, 1])
trigger7 = (StateNo = 225) && (time = [ 0, 1])
trigger8 = (StateNo = 230) && (time = [ 0, 1])
trigger9 = (StateNo = 235) && (time = [10,25])
;ݒʏZLZ
trigger10= (StateNo = 410) && (time = [ 0, 3])
trigger11= (StateNo = 415) && (time = [11,23]);1F炷
trigger12= (StateNo = 420) && (time = [ 0, 1])
trigger13= (StateNo = 425) && (time = [ 0, 1])
trigger14= (StateNo = 430) && (time = [ 0, 1])
;ݍݒʏZLZ
trigger15= (StateNo = 300) && (time = [ 0, 2])
trigger16= (StateNo = 310) && (time = [ 5, 6])
trigger17= (StateNo = 320) && (time = [ 0, 4])
trigger18= (StateNo = 330) && (time = 1)
;ۍULZ
trigger19= (StateNo = 1300) && (time = [ 0, 1])
;ݍ݁A݁AnLZ
trigger20 = (StateNo = [98,105])
trigger21 = (StateNo = 52)
;ꓮLZ
trigger22 = (StateNo = 700) && (time = [20,24])
trigger23 = (StateNo = 715) && (time = [20,24])
trigger24 = (StateNo = 720) && (time = [ 5,24])
;NオLZ
trigger25 = (StateNo =5120) && (time >= 18)
;ړNオLZ
trigger26 = (StateNo = [750, 755]) && (Animtime >= -6)
;eLZ
trigger27 = (StateNo = 280 || StateNo = 480) && (time >= 9)
var(37) = 1
ignorehitpause = 1

[State -3, LZs\, ̊֌W1F鎖]
type = VarSet
triggerall = var(37) = 1
;ʏZLZ
trigger1 = !((StateNo = 200) && (time = [ 6,13]))
trigger1 = !((StateNo = 205) && (time = [ 5,17]))
trigger1 = !((StateNo = 210) && (time = [ 0, 1]))
trigger1 = !((StateNo = 215) && (time = [ 9,22]))
trigger1 = !((StateNo = 220) && (time = [ 0, 1]))
trigger1 = !((StateNo = 225) && (time = [ 0, 1]))
trigger1 = !((StateNo = 230) && (time = [ 0, 1]))
trigger1 = !((StateNo = 235) && (time = [10,25]))
;ݒʏZLZ
trigger1 = !((StateNo = 410) && (time = [ 0, 3]))
trigger1 = !((StateNo = 415) && (time = [11,23]));1F炷
trigger1 = !((StateNo = 420) && (time = [ 0, 1]))
trigger1 = !((StateNo = 425) && (time = [ 0, 1]))
trigger1 = !((StateNo = 430) && (time = [ 0, 1]))
;ݍݒʏZLZ
trigger1 = !((StateNo = 300) && (time = [ 0, 2]))
trigger1 = !((StateNo = 310) && (time = [ 5, 6]))
trigger1 = !((StateNo = 320) && (time = [ 0, 4]))
trigger1 = !((StateNo = 330) && (time = 1))
;ۍULZ
trigger1 = !((StateNo = 1300) && (time = [ 0, 1]))
;ݍ݁A݁AnLZ
trigger1 = !((StateNo = [98,105]))
trigger1 = !((StateNo = 52))
;ꓮLZ
trigger1 = !((StateNo = 700) && (time = [20,24]))
trigger1 = !((StateNo = 715) && (time = [20,24]))
trigger1 = !((StateNo = 720) && (time = [ 5,24]))
;NオLZ
trigger1 = !((StateNo =5120) && (time >= 18))
;ړNオLZ
trigger1 = !((StateNo = [750, 755]) && (Animtime >= -6))
;eLZ
trigger1 = !((StateNo = 280 || StateNo = 480) && (time >= 9))
trigger2 = MoveType = H
trigger2 = !((StateNo = [750, 755]) && (Animtime >= -6))
var(37) = 0
ignorehitpause = 1

;///////////////////////////////////////////////////////////////////////////////
;                                   AIs
;///////////////////////////////////////////////////////////////////////////////

;
[State -3, {蔚]
type = ChangeState
value = 840
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = Alive
triggerall = (StateNo = 0) + (Ctrl = 0) < 2
triggerall = RoundState = 2
triggerall = NumHelper(10050)
triggerall = !NumHelper(10150)
triggerall = var(2) = 0
triggerall = var(52) != 2
triggerall = (statetype != A)
triggerall = StateType != L
triggerall = (Ctrl||StateNo=[10,19]) || MoveType = H
;nR{Eo
trigger1 = var(55) = 1
trigger1 = Life < 250 + (PlayerID(var(35)),HitDefAttr = SCA,SA)*50 + (PlayerID(var(35)),HitDefAttr = SCA,HA)*100
trigger1 = MoveType = H && Time > 0
trigger1 = StateNo != [120, 155]
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = PlayerID(var(35)),Time = 1
;U
trigger2 = var(55) = 1
trigger2 = Life < 200
trigger2 = Helper(30000),Inguarddist || Inguarddist
trigger2 = PlayerID(var(35)),MoveType = A
trigger2 =(MoveType = H) + (Time = 0) < 2
;▽_
trigger3 = var(54) > PlayerID(var(35)),Life*10
trigger3 = PlayerID(var(35)),MoveType != H
trigger3 = PlayerID(var(35)),PrevStateNo != [5100, 5150]
trigger3 = var(56) = 1
trigger3 = var(55) = 1 || Life >= 500

[State -3, ̋n]
type = null;ChangeState
value = 850
triggerall = var(59) > 0
triggerall = !var(1)
triggerall = NumHelper(30000)
triggerall = NumHelper(10050)
triggerall = !NumHelper(10150)
triggerall = var(52) != 2
triggerall = var(55) = 1
triggerall = var(54) > var(31)*10
triggerall = var(57) = 1
triggerall = (StateType != A) && ((Ctrl||(StateNo=[10,19])))
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = !PlayerID(var(35)),NumProj
triggerall = PlayerID(var(35)),StateType != L
triggerall = !Helper(30000),var(15)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
triggerall = !PlayerID(var(35)),NumProj
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = !(PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 195])
;trigger1 = PlayerID(var(35)),AnimTime <= Ceil(PlayerID(var(35)),AnimTime*0.25)-10
;trigger1 = P2BodyDist X <= abs(Ceil(PlayerID(var(35)),AnimTime*0.25)-10)*12
trigger1 = PlayerID(var(35)),AnimTime < -10
trigger1 = Ceil(P2BodyDist X/12)+10 < (abs(PlayerID(var(35)),AnimTime+10)*4)+10
trigger1 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.7)
trigger1 = var(39) := 1
trigger2 = PlayerID(var(35)),StateType = A
trigger2 = PlayerID(var(35)),Vel Y > 0
trigger2 = (PlayerID(var(35)),MoveType = I)&&(PlayerID(var(35)),StateNo != [0, 195])||((PlayerID(var(35)),MoveType = A)&&(PlayerID(var(35)),Time<Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4)))
;trigger2 = P2BodyDist X <= abs(Ceil(PlayerID(var(35)),AnimTime*0.25)-10)*12
trigger2=((PlayerID(var(35)),Vel Y*(10+Ceil(P2BodyDist X/12))+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*((10+Ceil(P2BodyDist X/12))*((10+Ceil(P2BodyDist X/12))+1))/2))=[-70-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)), -5]
trigger2 = var(39) := 1
trigger3 = (Helper(30000),var(1))||(Helper(30000),var(2))
trigger3 = !(PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 195])
trigger3 = PlayerID(var(35)),StateType != A
trigger3 = PlayerID(var(35)),AnimTime < -10
trigger3 = P2BodyDist X <= ((abs(PlayerID(var(35)),AnimTime+10)*4)+10)*12
trigger3 = var(39) := 1

[State -3, ▽`]
type = ChangeState
value = 860
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(2) = 0
triggerall = var(52) >= 2
triggerall = var(54) > Enemy,Life*10
triggerall = var(56) = 1
triggerall = PlayerID(var(35)),StateType != L
triggerall = PlayerID(var(35)),StateNo != [0, 100]
triggerall = RoundState = 2
triggerall = NumHelper(10050)
triggerall = StateType != A
triggerall = MoveType != H
triggerall = PlayerIDExist(var(35))
triggerall = !PlayerID(var(35)),Ctrl
triggerall = (Ctrl||StateNo=19||var(37)) || ((Helper(30000),var(2))&&(var(30)))
triggerall = PlayerID(var(35)),StateNo != Helper(30000),fvar(24)
triggerall = !PlayerID(var(35)),NumProj
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*23+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(23*(23-1))/2))>=-75-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;triggerall = PlayerID(var(35)),Time >= var(33)
;23F
trigger1 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -23)|| ((PlayerID(var(35)),Vel Y*23+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(23*(23-1))/2)) < -5
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((23*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front)
;24F
trigger2 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -24)|| ((PlayerID(var(35)),Vel Y*24+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(24*(24-1))/2)) < -5
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((24*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11
;25F
trigger3 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -25)|| ((PlayerID(var(35)),Vel Y*25+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(25*(25-1))/2)) < -5
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((25*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*2
;26F
trigger4 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -26)|| ((PlayerID(var(35)),Vel Y*26+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(26*(26-1))/2)) < -5
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((26*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*3
;27F
trigger5 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -27)|| ((PlayerID(var(35)),Vel Y*27+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(27*(27-1))/2)) < -5
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((27*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*4
;28F
trigger6 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -28)|| ((PlayerID(var(35)),Vel Y*28+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(28*(28-1))/2)) < -5
trigger6 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((28*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*5
;29F
trigger7 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -29)|| ((PlayerID(var(35)),Vel Y*29+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(29*(29-1))/2)) < -5
trigger7 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((29*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*6
;30F
trigger8 = (PlayerID(var(35)),StateType != A)&&(PlayerID(var(35)),AnimTime <= -30)|| ((PlayerID(var(35)),Vel Y*30+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(30*(30-1))/2)) < -5
trigger8 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor((30*0.3)*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 35 +PlayerID(var(35)),Const(size.ground.front) +11*7
;e
trigger9 = PlayerID(var(35)),AnimTime <= -23
trigger9 = (PlayerID(var(35)),StateNo = 781)&&(PlayerID(var(35)),MoveType = H)
trigger9 = P2Dist X +Helper(30000),var(10) <= 35 +PlayerID(var(35)),Const(size.ground.front) -11*(PlayerID(var(35)),AnimTime+23)
;
;؂ւ
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;
[State -3, e]
type = ChangeState
value = Ifelse(P2BodyDist X<=60,225,220)
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(2) = 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = MoveType != H
triggerall = (var(52)>=2)+(var(54)>Enemy,Life*10)+(var(56)=1)<3
triggerall = (Ctrl||StateNo=[10,19])
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = PlayerIDExist(var(35))
trigger1 = PlayerID(var(35)),StateNo = 781
trigger1 = PlayerID(var(35)),MoveType = H

[State -3, en]
type = ChangeState
value = ifelse(var(2)=1,785,780)
triggerall = var(59) >= 2
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerID(var(35)),StateType != L
triggerall = RoundState = 2
triggerall = var(37) || (Ctrl||(StateNo=[10,19]))
triggerall = (StateType != A)
triggerall = MoveType != H
triggerall = PlayerIDExist(var(35))
triggerall = PlayerID(var(35)),Time >= var(33)
triggerall = PlayerID(var(35)),StateType != A
triggerall = PlayerID(var(35)),StateNo != Helper(30000),fvar(20)
triggerall = PlayerID(var(35)),StateNo != Helper(30000),fvar(21)
triggerall = !PlayerID(var(35)),Numproj
triggerall = P2BodyDist X = [-50, 85]
triggerall = var(58) > 0
trigger1 = var(59) < 4
trigger1 = PlayerID(var(35)),Time <= 5
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = Random = [0, Floor(((LifeMAX -Life)/LifeMAX)*(50*var(59)))]
;L1
trigger2 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger2 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(32)*0.01)
trigger2 = PlayerID(var(35)),Time = [(Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-5, (Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-2]
;L2
trigger3 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger3 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(33)*0.01)
trigger3 = PlayerID(var(35)),Time = [(Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-5, (Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-2]
;L3
trigger4 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger4 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(34)*0.01)
trigger4 = PlayerID(var(35)),Time = [(Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-5, (Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-2]
;L4
trigger5 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger5 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(35)*0.01)
trigger5 = PlayerID(var(35)),Time = [(Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-5, (Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-2]
;L5
trigger6 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger6 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(36)*0.01)
trigger6 = PlayerID(var(35)),Time = [(Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-5, (Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-2]
;L6
trigger7 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger7 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(37)*0.01)
trigger7 = PlayerID(var(35)),Time = [(Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-5, (Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-2]
;L7
trigger8 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger8 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(38)*0.01)
trigger8 = PlayerID(var(35)),Time = [(Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-5, (Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-2]
;L8
trigger9 =(Random<Helper(30000),var(13))||((var(52)>=2)+(var(54)>(Enemy,Life*10))+(var(56)=1)=3)
trigger9 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(39)*0.01)
trigger9 = PlayerID(var(35)),Time = [(Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-5, (Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-2]

;
;؂ւ(Xe[gԍۑ)+\
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;
;

[State -3, s]
type = ChangeState
value = 820
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateType != A
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = var(29) = 0
;
;L1
trigger1 = PlayerID(var(35)),Time >= var(33)
trigger1 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(32)*0.01)
trigger1 = PlayerID(var(35)),Time <= (Helper(30000),fvar(32)-(Floor(Helper(30000),fvar(32)*0.01)*100))-1
;L2
trigger2 = PlayerID(var(35)),Time >= var(33)
trigger2 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(33)*0.01)
trigger2 = PlayerID(var(35)),Time <= (Helper(30000),fvar(33)-(Floor(Helper(30000),fvar(33)*0.01)*100))-1
;L3
trigger3 = PlayerID(var(35)),Time >= var(33)
trigger3 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(34)*0.01)
trigger3 = PlayerID(var(35)),Time <= (Helper(30000),fvar(34)-(Floor(Helper(30000),fvar(34)*0.01)*100))-1
;L4
trigger4 = PlayerID(var(35)),Time >= var(33)
trigger4 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(35)*0.01)
trigger4 = PlayerID(var(35)),Time <= (Helper(30000),fvar(35)-(Floor(Helper(30000),fvar(35)*0.01)*100))-1
;L5
trigger5 = PlayerID(var(35)),Time >= var(33)
trigger5 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(36)*0.01)
trigger5 = PlayerID(var(35)),Time <= (Helper(30000),fvar(36)-(Floor(Helper(30000),fvar(36)*0.01)*100))-1
;L6
trigger6 = PlayerID(var(35)),Time >= var(33)
trigger6 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(37)*0.01)
trigger6 = PlayerID(var(35)),Time <= (Helper(30000),fvar(37)-(Floor(Helper(30000),fvar(37)*0.01)*100))-1
;L7
trigger7 = PlayerID(var(35)),Time >= var(33)
trigger7 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(38)*0.01)
trigger7 = PlayerID(var(35)),Time <= (Helper(30000),fvar(38)-(Floor(Helper(30000),fvar(38)*0.01)*100))-1
;L8
trigger8 = PlayerID(var(35)),Time >= var(33)
trigger8 = PlayerID(var(35)),StateNo=Floor(Helper(30000),fvar(39)*0.01)
trigger8 = PlayerID(var(35)),Time <= (Helper(30000),fvar(39)-(Floor(Helper(30000),fvar(39)*0.01)*100))-1
;U
trigger9 = PlayerID(var(35)),Time >= var(33)
trigger9 = PlayerID(var(35)),MoveType = A
trigger9 = PlayerID(var(35)),Time <= Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.2)
trigger9 = P2BodyDist X < 120
trigger9 = Random <= Ceil(abs(Life -LifeMAX)*0.05*var(59))

;
;K[h E 
;inguarddist EnemyNear,HitDefAttr = SCA,AA;Ō
;
[State -3, ]
type = ChangeState
value = 700
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerIDExist(var(35))
triggerall = Roundstate= 2
triggerall = (Ctrl||(StateNo=[10,19]))
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = var(29) = 0
trigger1 = PlayerID(var(35)),MoveType = A
trigger1 = PlayerID(var(35)),HitDefAttr = SCA,AT
trigger1 = P2BodyDist X < 50
trigger1 = PlayerID(var(35)),AnimTime <= -30
trigger1 = PlayerID(var(35)),Time >= var(33) || var(59)*10 || (PrevStateNo = [750, 755]) || (PrevStateNo = 5120)
trigger1 = PlayerID(var(35)),Time <= 3
trigger1 = Random < 50*Ifelse(var(59)>4,10,var(59)) +(PrevStateNo = [750, 755])*150 +(PrevStateNo = 5120)*150
;dlL_bV𐬗p
trigger2 = (PlayerID(var(35)),Name = "RERA")+(PlayerID(var(35)),var(1)) < 2;T莞
trigger2 = var(15)
trigger2 = P2BodyDist X = [0, 60]
trigger2 = PlayerID(var(35)),StateNo = [100, 101]
trigger2 = PlayerID(var(35)),Time >= 5
trigger2 = Random < 20

;------------------------------------------------------------------------------

[State -3, i]
type = ChangeState
value = Ifelse(((PlayerID(var(35)),var(59))&&(Random<=250)),700,705)
triggerall = var(59) > 0
triggerall = StateType != A
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
triggerall = PlayerIDExist(var(35))
triggerall = Roundstate= 2
triggerall = (Ctrl||StateNo=[10,19])
triggerall = NumHelper(30000)
triggerall = !NumHelper(10150)
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
triggerall = var(29) = 0
;dlL_bV𐬗p
trigger1 = (PlayerID(var(35)),Name = "RERA")+(PlayerID(var(35)),var(1)) < 2;T莞
trigger1 = var(15)
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = PlayerID(var(35)),MoveType = I
trigger1 = P2BodyDist X = [-25, 25]
trigger1 = Random < 10 +((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*20

;------------------------------------------------------------------------------

[State -3, э]
type = ChangeState
value = 710
;{
triggerall = var(59) = [1, 3]
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])) || StateNo = 101
triggerall = !Helper(30000),var(2)
;
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = var(29) = 0
;ʒ[Eo
trigger1 = P2BodyDist X = [20, 40]
trigger1 = BackEdgeBodyDist < 20
trigger1 = Random < 10
;э
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),StateType != L
trigger2 = (PlayerID(var(35)),MoveType != H)
trigger2 = !PlayerID(var(35)),GetHitVar(fall)
trigger2 = P2BodyDist X <= 60
trigger2 = Random < 1 +(PlayerID(var(35)),StateType=C)*4 +(StateNo=101)*5 +(InGuardDist)*5
;
trigger3 = PlayerID(var(35)),Time >= var(33)
trigger3 = PlayerID(var(35)),Time <= (abs(PlayerID(var(35)),AnimTime)+PlayerID(var(35)),Time)*0.4
trigger3 = PlayerID(var(35)),MoveType = A
trigger3 = PlayerID(var(35)),HitDefAttr = SCA,AT
trigger3 = (PlayerID(var(35)),Vel X > 0) || P2BodyDist X < 50
trigger3 = Random < 250
;iUэ
trigger4 = PlayerID(var(35)),Time >= var(33)
trigger4 = PlayerID(var(35)),AnimTime <= -26+Random%(var(59)-5)
trigger4 = PlayerID(var(35)),StateType = C
trigger4 = PlayerID(var(35)),MoveType = A
trigger4 = PlayerID(var(35)),HitDefAttr = C,NA
trigger4 = P2BodyDist X = [30, 80]
trigger4 = Random < 20
;
trigger5 = var(15)
trigger5 = PlayerID(var(35)),StateNo = [710, 715]
trigger5 = P2BodyDist X = [-16, 16]
trigger5 = Random < 25 +(StateNo=101)*50

;------------------------------------------------------------------------------

[State -3, K[h]
type = ChangeState
value = Ifelse(StateNo=101,99,120)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [97, 99]
triggerall = StateNo = 140 || StateNo != [120,155]
triggerall = Alive
;
;
triggerall = (Inguarddist) || ( (Helper(30000),Var(40)) && (PlayerID(var(35)),P2Dist X<0) ) || (Helper(30000),Var(41)) ;InGuardDist(+Var⏕)
triggerall = var(29) != 1
triggerall = Helper(30000),var(16) != 2
;triggerall = Helper(30000),var(1) != 1
triggerall =(Helper(30000),var(2) = 0) || ((Helper(30000),var(2))&&(PlayerID(var(35)),StateType = A))
triggerall = (StateNo=101)+(P2BodyDist X<=60) < 2
;AIx
trigger1 = var(59) >= 4
;{
trigger2 = ((var(33)-Random%var(59)) <= var(41) -(Floor(var(41)*0.0001)*10000))
trigger2 = Random <=(600+var(59)*50)-(Vel X>0)*250-Ifelse(var(29)=2,500,Ifelse(var(29)=-1,100,0))
;Ⴊݒ
trigger3 = StateNo = [10, 12]
trigger3 = Random < 50*var(59)
;ގ
trigger4 = StateNo = [20, 21]
trigger4 = Vel X < 0
;Cӂł̓ݍݒ~
trigger5 = StateNo = 99
;ɉȃR
trigger6 = PrevStateNo = [120, 150]
trigger6 = (StateNo = 0)||(StateNo = 12)

;
;nNU 
;EnemyNear,StateType = L EnemyNear,AnimTime P2bodyDist Y P2bodyDist X
;

[State -3, ǂ]
type = ChangeState
value = 765
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||(var(37)))
;
triggerall = PlayerID(var(35)),StateType = L || (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) = 2
triggerall = Helper(30000),fvar(26) != 2;_Eł͂Ȃ
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = !InGuardDist
trigger1 = P2BodyDist X < 120
trigger1 = PlayerID(var(35)),StateNo = [5030, 5101]
trigger1 = ((PlayerID(var(35)),Vel Y*38+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(38*(38+1))/2)) <  0
trigger1 = ((PlayerID(var(35)),Vel Y*39+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(39*(39+1))/2)) >= 0

[State -3, ǂ]
type = ChangeState
value = 760
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||(var(37)))
;
triggerall = PlayerID(var(35)),StateType = L || (PlayerID(var(35)),StateNo = [5030, 5110])+(PlayerID(var(35)),GetHitVar(fall)) = 2
triggerall = Helper(30000),fvar(26) != 2;_Eł͂Ȃ
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = !InGuardDist
trigger1 = P2BodyDist X < 60
trigger1 = PlayerID(var(35)),StateNo = [5030, 5101]
trigger1 = ((PlayerID(var(35)),Vel Y*20+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(20*(20+1))/2)) <  0
trigger1 = ((PlayerID(var(35)),Vel Y*21+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(21*(21+1))/2)) >= 0

[State -3, R]
type = ChangeState
value = 430
;{
triggerall = var(59)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = var(29) = [0, 1]
trigger1 = P2BodyDist X = [-60, 60]
;trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 70 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = PlayerID(var(35)),AnimTime = [-3, -1]

[State -3, sӑł]
type = ChangeState
value = 680
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = PlayerID(var(35)),AnimTime = [-18, -16]
triggerall = Random < 200
;ɗ
trigger1 = (var(29)=0)&&(PlayerID(var(35)),Vel X>0)
trigger1 = P2BodyDist X = [30+(PlayerID(var(35)),Vel X)*10, 100+(PlayerID(var(35)),Vel X)*10]
;ɗ
trigger2 = (var(29)=1)&&(PlayerID(var(35)),Vel X<0)
trigger2 = P2BodyDist X = [30-(PlayerID(var(35)),Vel X)*10, 100-(PlayerID(var(35)),Vel X)*10]
;
trigger3 = (var(29)=0)&&(PlayerID(var(35)),Vel X<0)
trigger3 = P2BodyDist X = [30+(PlayerID(var(35)),Vel X)*10, 100+(PlayerID(var(35)),Vel X)*10]
;
trigger4 = (var(29)=1)&&(PlayerID(var(35)),Vel X>0)
trigger4 = P2BodyDist X = [30-(PlayerID(var(35)),Vel X)*10, 100-(PlayerID(var(35)),Vel X)*10]
;ړȂ
trigger5 = PlayerID(var(35)),Vel X = 0
trigger5 = P2BodyDist X = [30, 100]

[State -3, a]
type = ChangeState
value = 810
;{
triggerall = var(59)
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = !var(1)
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = (PlayerID(var(35)),StateNo = 5120)||((Helper(30000),var(15))&&(PlayerID(var(35)),StateNo != [5100,5120])&&(PlayerID(var(35)),PrevStateNo = [5100,5120]))
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = var(29) = [0, 1]
trigger1 = P2BodyDist X >= 80
trigger1 = PlayerID(var(35)),AnimTime = [-15, -10]

;
;nq 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;

[State -3, MUGEN Hooooooooooooooooh!!!]
type = ChangeState
value = 845
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = var(52) >= 1
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
trigger1 = MoveHit
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 35

[State -3, ]
type = ChangeState
value = 220
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 19

[State -3, ߗ]
type = ChangeState
value = 225
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 15

[State -3, o[R]
type = ChangeState
value = 235
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = !var(27)
;
triggerall = PlayerID(var(35)),StateType = S
triggerall = PlayerID(var(35)),Const(size.head.pos.y) <= -65
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
;trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 11

[State -3, ߋ]
type = ChangeState
value = 415
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 9

[State -3, o[R]
type = ChangeState
value = 435
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 6

[State -3, R]
type = ChangeState
value = 430
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateNo = [5000, 5100]
;
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 70 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 5

[State -3, Va]
type = ChangeState
value = 815
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
triggerall = P2BodyDist X <= 95
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateType != A
;
trigger1 = MoveHit
trigger1 = StateNo != 415
trigger1 = (PlayerID(var(35)),MoveType = H) && (PlayerID(var(35)),StateNo != [120, 155])
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 15
trigger1 = P2Dist X <= (45+PlayerID(var(35)),Const(size.ground.front)) +(( PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1)-15)*10
trigger2 = MoveHit
trigger2 = (StateNo = 415) && (Time >= 11)
trigger2 = (PlayerID(var(35)),MoveType = H) && (PlayerID(var(35)),StateNo != [120, 155])
trigger2 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 15
trigger2 = P2Dist X <= (45+PlayerID(var(35)),Const(size.ground.front)) +(( PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1)-15)*10
;̂ԂςȂ
trigger3 = var(29) = 0
trigger3 = PlayerID(var(35)),MoveType = A
trigger3 = StateNo = 700

[State -3, @]
type = ChangeState
value = 800
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10, 19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = (PlayerID(var(35)),MoveType = H) && (PlayerID(var(35)),StateNo != [120, 155])
;16F
trigger1 = (NumHelper(810))||(MoveHit)
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 16
trigger1 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger1 = (((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 145 +PlayerID(var(35)),Const(size.ground.front)
;18F
trigger2 = (NumHelper(810))||(MoveHit)
trigger2 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 18
trigger2 = ((PlayerID(var(35)),Vel Y*18+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(18*(18+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger2 = (((PlayerID(var(35)),Vel Y*18+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(18*(18+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(18*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(18*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 170 +PlayerID(var(35)),Const(size.ground.front)
;20F
trigger3 = (NumHelper(810))||(MoveHit)
trigger3 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 20
trigger3 = ((PlayerID(var(35)),Vel Y*20+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(20*(20+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger3 = (((PlayerID(var(35)),Vel Y*20+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(20*(20+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 205 +PlayerID(var(35)),Const(size.ground.front)
;22F
trigger4 = (NumHelper(810))||(MoveHit)
trigger4 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 22
trigger4 = ((PlayerID(var(35)),Vel Y*22+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(22*(22+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger4 = (((PlayerID(var(35)),Vel Y*22+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(22*(22+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(22*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(22*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 230 +PlayerID(var(35)),Const(size.ground.front)
;24F
trigger5 = (NumHelper(810))||(MoveHit)
trigger5 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 24
trigger5 = ((PlayerID(var(35)),Vel Y*24+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(24*(24+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger5 = (((PlayerID(var(35)),Vel Y*24+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(24*(24+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger5 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(24*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(24*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 245 +PlayerID(var(35)),Const(size.ground.front)
;26F
trigger6 = (NumHelper(810))||(MoveHit)
trigger6 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 26
trigger6 = ((PlayerID(var(35)),Vel Y*26+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(26*(26+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger6 = (((PlayerID(var(35)),Vel Y*26+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(26*(26+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger6 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(26*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger6 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(26*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 260 +PlayerID(var(35)),Const(size.ground.front)
;28F
trigger7 = (NumHelper(810))||(MoveHit)
trigger7 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 28
trigger7 = ((PlayerID(var(35)),Vel Y*28+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(28*(28+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger7 = (((PlayerID(var(35)),Vel Y*28+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(28*(28+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger7 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(28*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger7 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(28*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 275 +PlayerID(var(35)),Const(size.ground.front)
;30F
trigger8 = (NumHelper(810))||(MoveHit)
trigger8 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 >= 30
trigger8 = ((PlayerID(var(35)),Vel Y*30+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(30*(30+1))/2)) < -5 || PlayerID(var(35)),StateType != A
trigger8 = (((PlayerID(var(35)),Vel Y*30+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(30*(30+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))])|| PlayerID(var(35)),StateType != A
trigger8 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(30*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger8 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(30*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 295 +PlayerID(var(35)),Const(size.ground.front)

[State -3, a]
type = ChangeState
value = 810
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateType != A
;
trigger1 = P2BodyDist X >= 100
trigger1 = !MoveContact
trigger1 = StateNo = 235 && Time >= 11
trigger1 = Random < 100
;
trigger2 = P2BodyDist X >= 100
trigger2 = (StateNo = 280) || (StateNo = 480)
trigger2 = Random < 100

[State -3, s]
type = ChangeState
value = 820
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = PlayerID(var(35)),StateType != A
;
trigger1 = !MoveContact
trigger1 = StateNo = 235 && Time >= 11
trigger1 = Random < 10; +(PlayerID(var(35)),MoveType = A)*(10+var(59))
;
trigger2 = (StateNo = 280) || (StateNo = 480)
trigger2 = Random < 10; +(PlayerID(var(35)),MoveType = A)*(10+var(59))

;
;t
;EnemyNear,MoveType=I !EnemyNearCtrl EnemyNear,StateType=A
;

[State -3, , 󒆒ǌA΋]
type = ChangeState
value = 420
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19]))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<var(59)*var(59)*2)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5040])||(PlayerID(var(35)),PrevStateNo = [5030, 5040])
;
trigger1 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16+1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16+1))/2)) = [-150-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)

[State -3, @, 󒆒ǌA΋]
type = ChangeState
value = 800
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<var(59)*var(59)*(2+NumHelper(810)*8))&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5040])||(PlayerID(var(35)),PrevStateNo = [5030, 5040])
;
trigger1 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16+1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*16+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(16*(16+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 110 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 150 +PlayerID(var(35)),Const(size.ground.front)
;
trigger2 = ((PlayerID(var(35)),Vel Y*18+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(18*(18+1))/2)) < -5
trigger2 = ((PlayerID(var(35)),Vel Y*18+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(18*(18+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(18*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 135 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(18*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 175 +PlayerID(var(35)),Const(size.ground.front)
;
trigger3 = ((PlayerID(var(35)),Vel Y*20+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(20*(20+1))/2)) < -5
trigger3 = ((PlayerID(var(35)),Vel Y*20+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(20*(20+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 170 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 210 +PlayerID(var(35)),Const(size.ground.front)
;
trigger4 = ((PlayerID(var(35)),Vel Y*22+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(22*(22+1))/2)) < -5
trigger4 = ((PlayerID(var(35)),Vel Y*22+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(22*(22+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(22*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 195 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(22*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 235 +PlayerID(var(35)),Const(size.ground.front)
;
trigger5 = ((PlayerID(var(35)),Vel Y*24+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(24*(24+1))/2)) < -5
trigger5 = ((PlayerID(var(35)),Vel Y*24+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(24*(24+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger5 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(24*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 210 -PlayerID(var(35)),Const(size.ground.back)
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(24*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 250 +PlayerID(var(35)),Const(size.ground.front)
;
trigger6 = ((PlayerID(var(35)),Vel Y*26+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(26*(26+1))/2)) < -5
trigger6 = ((PlayerID(var(35)),Vel Y*26+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(26*(26+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger6 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(26*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 225 -PlayerID(var(35)),Const(size.ground.back)
trigger6 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(26*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 265 +PlayerID(var(35)),Const(size.ground.front)
;
trigger7 = ((PlayerID(var(35)),Vel Y*28+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(28*(28+1))/2)) < -5
trigger7 = ((PlayerID(var(35)),Vel Y*28+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(28*(28+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger7 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(28*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 240 -PlayerID(var(35)),Const(size.ground.back)
trigger7 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(28*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 280 +PlayerID(var(35)),Const(size.ground.front)
;
trigger8 = ((PlayerID(var(35)),Vel Y*30+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(30*(30+1))/2)) < -5
trigger8 = ((PlayerID(var(35)),Vel Y*30+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(30*(30+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -65-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger8 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(30*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 260 -PlayerID(var(35)),Const(size.ground.back)
trigger8 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(30*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 300 +PlayerID(var(35)),Const(size.ground.front)

[State -3, R, 󒆒ǌA΋]
type = ChangeState
value = 230
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19]))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<var(59)*var(59)*2)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5040])||(PlayerID(var(35)),PrevStateNo = [5030, 5040])
;
trigger1 = ((PlayerID(var(35)),Vel Y*10+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(10*(10+1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*10+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(10*(10+1))/2)) = [-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -30-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(10*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(10*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 135 +PlayerID(var(35)),Const(size.ground.front)

[State -3, o[R, 󒆒ǌA΋]
type = ChangeState
value = 235
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19]))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = ((PlayerID(var(35)),StateType = A)&&(Random<var(59)*var(59)*2)&&(PlayerID(var(35)),Time >= var(33)))||(PlayerID(var(35)),StateNo = [5030, 5040])||(PlayerID(var(35)),PrevStateNo = [5030, 5040])
;
trigger1 = ((PlayerID(var(35)),Vel Y*11+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(11*(11+1))/2)) < -5
trigger1 = ((PlayerID(var(35)),Vel Y*11+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(11*(11+1))/2)) = [-95-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5), -75-Ceil(PlayerID(var(35)),Const(size.head.pos.y))]
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)

;
;nړ 
;Ctrl Random P2bodyDist X
;

[State -3, _bV]
type = ChangeState
value = 101
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo != [100, 101]
triggerall = (Ctrl||(StateNo=[10,19]))
;
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = PlayerID(var(35)),StateType != A
;triggerall = (PlayerID(var(35)),Pos Y <= -30) + (Vel Y < 0) + (var(29) = 1) < 2
triggerall = (abs(PlayerID(var(35)),Vel X) < Const(velocity.run.fwd.x))||(PlayerID(var(35)),Vel X>=0)
;ߋ
trigger1 = !Helper(30000),var(15)
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = !PlayerID(var(35)),GetHitVar(fall)
trigger1 = PrevStateNo != 99
trigger1 = !InGuardDist || Helper(30000),var(16) = 2 || var(29) = 1 || ((PlayerID(var(35)),AnimTime = [-5, -3])&&(PlayerID(var(35)),StateNo != [0, 55]))
trigger1 = P2BodyDist X < 60
trigger1 = PlayerID(var(35)),Gethitvar(hitshaketime) + PlayerID(var(35)),Gethitvar(hittime)+1 < 9
trigger1 = Random < 30 +(PlayerID(var(35)),MoveType = H)*270 +(StateNo=52)*400 +((PlayerID(var(35)),AnimTime = [-5, -3])&&(PlayerID(var(35)),StateNo != [0, 55]))*270 +(fvar(3)=680)*999
;
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),StateType != L
trigger2 = !PlayerID(var(35)),GetHitVar(fall)
trigger2 = !InGuardDist || Helper(30000),var(16) = 2 || var(29) = 1 || ((PlayerID(var(35)),AnimTime = [-5, -3])&&(PlayerID(var(35)),StateNo != [0, 55]))
trigger2 = P2BodyDist X = [60, 100]
trigger2 = Random < 3 +(PlayerID(var(35)),StateNo = [5000,5040])*447 +(PlayerID(var(35)),StateNo = [120,155])*97 +(StateNo=52)*500 -(Life-LifeMAX > PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*50 +(fvar(3)=680)*250
;
trigger3 = !Helper(30000),var(15)
trigger3 = PlayerID(var(35)),StateType != L
trigger3 = !PlayerID(var(35)),GetHitVar(fall)
trigger3 = P2BodyDist X = [100, 180]
trigger3 = Life-LifeMAX < PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX
trigger3 = Random < 1

;------------------------------------------------------------------------------

[State -3, obNXebv]
type = ChangeState
value = 105
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo != [100, 101]
triggerall = (Ctrl||(StateNo=[10,19]))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = !InGuardDist
triggerall = var(29) = 0
triggerall = BackEdgeBodyDist > 60
;
trigger1 = BackEdgeBodyDist > 60
trigger1 = PrevStateNo != 105
trigger1 = P2BodyDist X = [40, 60]
trigger1 = Random < 1 +(Life-LifeMAX > PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*14
;
trigger2 = BackEdgeBodyDist > 60
trigger2 = P2BodyDist X = [60, 110]
trigger2 = Random < 1 +(Life-LifeMAX > PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*19
;n
trigger3 = StateNo = 52
trigger3 = Random < 250

;------------------------------------------------------------------------------

[State -3, Wv]
type = ChangeState
value = 39
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl) || (StateNo = [10, 19]) || (StateNo = 101)
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !PlayerID(var(35)),NumProj
triggerall = Helper(30000),var(1) = 0
triggerall = Helper(30000),var(2) = 0
;_bVWv
trigger1 = (!Inguarddist)||(PlayerID(var(35)),StateType = C)
trigger1 =((var(59)<4) && (StateNo=101) && (Time >=4+Random%7))
trigger1 = P2BodyDist X = [20, 200]
trigger1 = Random < 5 +(Inguarddist)*50 +((PlayerID(var(35)),AnimTime = [-5, -1])&&(PlayerID(var(35)),StateNo != [0, 55]))*50
;ߋWv
trigger2 = var(29) = 0
trigger2 = P2BodyDist X <= 20
trigger2 = PlayerID(var(35)),Vel X >= 0
trigger2 = PlayerID(var(35)),StateType != A
trigger2 = !PlayerID(var(35)),NumProj
trigger2 = Random < 50 +Inguarddist*150
;ߋWv
trigger3 = var(59) <= 4
trigger3 = PlayerID(var(35)),StateType = S
trigger3 = !Inguarddist
trigger3 = P2BodyDist X = [20, 90]
trigger3 = Random < 3 +(Life-LifeMAX < PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*17 +((PlayerID(var(35)),AnimTime = [-5, -1])&&(PlayerID(var(35)),StateNo != [0, 55]))*50
;Wv
trigger4 = !Inguarddist
trigger4 = P2BodyDist X = [130, 200]
trigger4 = Random < 1 +(Life-LifeMAX < PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*4

;------------------------------------------------------------------------------

[State -3, ]
type = ChangeState
value = 19
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo != 19
triggerall = StateNo != [98, 101]
triggerall = (Ctrl) || (StateNo = [10, 12])
;
;
triggerall = !Inguarddist
triggerall = !PlayerID(var(35)),NumProj
;Oi
trigger1 = !Helper(30000),var(15)
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = (PlayerID(var(35)),MoveType != H)
trigger1 = !PlayerID(var(35)),GetHitVar(fall)
trigger1 = P2BodyDist X >= var(38)+10
trigger1 = Random < 5 +(Life-LifeMAX < PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*25
;
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),StateType != L
trigger2 = (PlayerID(var(35)),MoveType != H)
trigger2 = !PlayerID(var(35)),GetHitVar(fall)
trigger2 = P2BodyDist X <= var(38)-10
trigger2 = BackEdgeBodyDist > 5
trigger2 = Random < 5 +(Life-LifeMAX >= PlayerID(var(35)),Life-PlayerID(var(35)),LifeMAX)*15
;NU
trigger3 = Helper(30000),var(15)
trigger3 = P2BodyDist X > 60

;------------------------------------------------------------------------------

[State -3, ݍݒ~]
type = ChangeState
value = 99
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = 101
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;tFCg
trigger1 = P2BodyDist X > 110
trigger1 = Time = 3+Random%5
trigger1 = Random < 250
;ǂȂ
trigger2 = PlayerID(var(35)),Vel X < 0
trigger2 = abs(PlayerID(var(35)),Vel X) >= Const(velocity.run.fwd.x)
trigger2 = Random < 250

;------------------------------------------------------------------------------

[State -3, ړNオ]
type = ChangeState
value = Ifelse((FrontEdgeBodyDist>BackEdgeBodyDist),750,755)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (StateNo = 5110) && (var(26) >= 10)
triggerall = Alive
;
;
;ڋߎ
trigger1 = P2Bodydist X = [-60, 60]
;U(NU)
trigger2 = P2Bodydist X = [-160, 160]
trigger2 = PlayerID(var(35)),MoveType = A
;_
trigger3 = Random < 15
;d
trigger4 = !NumHelper(815)
trigger4 = NumHelper(816)||NumHelper(817)
trigger4 = PlayerID(var(35)),StateNo = [120, 155]
;d
trigger5 = NumHelper(815)
trigger5 = Helper(815),StateNo = 20816
trigger5 = NumHelper(816)||NumHelper(817)
trigger5 = PlayerID(var(35)),StateNo = [120, 155]

;------------------------------------------------------------------------------

[State -3, NCbNNオ]
type = ChangeState
value = 5120
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (StateNo = 5110) && (var(26) >= 10)
triggerall = Alive
;
;
;ڋߎ
;_
trigger1 = Random < 250

;------------------------------------------------------------------------------

[State -3, ]
type = ChangeState
value = 10
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = 0
triggerall = Ctrl
;
;
triggerall = var(29) = 0
trigger1 = Vel X = 0
trigger1 = Random < 750

;
;n㗧ZU 
;Ctrl Random EnemyNear,Movetype = I@inguarddist  P2bodyDist Y P2bodyDist X
;
;ߋ ~35
;

[State -3, ߗ]
type = ChangeState
value = 225
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;wʍU
trigger1 = var(29) = 1
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 190]
trigger1 = PlayerID(var(35)),AnimTime <= -15
;
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = PlayerID(var(35)),AnimTime = [-16, -15]
trigger2 = Helper(30000),var(1) || Helper(30000),var(2)

;------------------------------------------------------------------------------

[State -3, ]
type = ChangeState
value = 420
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;wʍU
trigger1 = var(29) = 1
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 190]
trigger1 = PlayerID(var(35)),AnimTime <= -16
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
;
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = PlayerID(var(35)),AnimTime = [-17, -16]
trigger2 = Helper(30000),var(1) || Helper(30000),var(2)
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(16*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)

;------------------------------------------------------------------------------

[State -3, ߋ]
type = ChangeState
value = 415
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;wʍU
trigger1 = var(29) = 1
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 190]
trigger1 = PlayerID(var(35)),AnimTime <= -9
;
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = (PlayerID(var(35)),AnimTime = [-10, -9])||(PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5))
trigger2 = Helper(30000),var(1) || Helper(30000),var(2)

;------------------------------------------------------------------------------

[State -3, ]
type = ChangeState
value = Ifelse(BackEdgeBodyDist<100,732,730)
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19]) || StateNo = 52 || StateNo = [98,101]
triggerall = (P2BodyDist X =[-16, 16])
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = (PlayerID(var(35)),MoveType != H)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (PlayerID(var(35)),StateType != A)
triggerall = (PlayerID(var(35)),StateNo != Helper(30000),var(18)) || (Helper(30000),var(18) = 0);sL
;ً}̏I
trigger1 = PlayerID(var(35)),StateNo = Helper(30000),fvar(24)
trigger1 = PlayerID(var(35)),AnimTime = [-4, -3]
;_
trigger2 = !InGuardDist
trigger2 = Random < (500 * (var(15)=1)*0.1) + (PlayerID(var(35)),Vel X = 0)*200
;_bV
trigger3 = StateNo = [98,101]
trigger3 = Random < 750
;_
trigger4 =!PlayerID(var(35)),Ctrl
trigger4 = PlayerID(var(35)),StateNo != [0, 190]
trigger4 = PlayerID(var(35)),AnimTime = [-4, -3]
;
trigger5 = var(29) = 0
trigger5 = PlayerID(var(35)),MoveType = A
trigger5 = Random < 500

;------------------------------------------------------------------------------

[State -3, ߗ]
type = ChangeState
value = 205
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X <= 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*6+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(6*(6+1))/2))>=-50-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;wʍU
trigger1 = var(29) = 1
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 190]
trigger1 = PlayerID(var(35)),AnimTime <= -6

;
;ߋ 35~100
;
[State -3, R]
type = ChangeState
value = 430
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;\
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 70 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < Ifelse(var(59)>=4,0,30) +(StateNo = 52)*470 +(PrevStateNo=[120,155])*100 +(PrevStateNo=[5000,5120])*100
trigger1 = !Helper(30000),var(21)
;(5F)
trigger2 = var(59) < 4
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger2 = !Helper(30000),var(21)
;(6F)
trigger3 = var(59) < 4
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger3 = !Helper(30000),var(21)
;(9F)
trigger4 = var(59) < 4
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 70 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 85 +PlayerID(var(35)),Const(size.ground.front)
trigger4 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger4 = !Helper(30000),var(21)
;
trigger5 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 80 +PlayerID(var(35)),Const(size.ground.front)
trigger5 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger5 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger5 = PlayerID(var(35)),AnimTime = [-6, -5]
trigger5 = Helper(30000),var(1) || Helper(30000),var(2)

[State -3, ]
type = ChangeState
value = 200
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != C
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;(7F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 125 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger1 = !Helper(30000),var(21)
;(8F)
trigger2 = var(59) < 4
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(8*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 125 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger2 = !Helper(30000),var(21)
;(14F)
trigger3 = var(59) < 4
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(14*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(14*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 125 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 3 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger3 = !Helper(30000),var(21)
;
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
trigger4 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger4 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger4 = PlayerID(var(35)),AnimTime = [-8, -7]
trigger4 = Helper(30000),var(1) || Helper(30000),var(2)

[State -3, o[R]
type = ChangeState
value = 435
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
;(6F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 1 +Ifelse(PlayerID(var(35)),Vel X>0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger1 = !Helper(30000),var(21)
trigger1 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*6+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(6*(6+1))/2))>=-65-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;(7F)
trigger2 = var(59) < 4
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(7*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = Random < 1 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger2 = !Helper(30000),var(21)
trigger2 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*7+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(7*(7+1))/2))>=-65-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;(17F)
trigger3 = var(59) < 4
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 100 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(17*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 1 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger3 = !Helper(30000),var(21)
trigger3 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*17+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(17*(17+1))/2))>=-65-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger4 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger4 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger4 = PlayerID(var(35)),AnimTime = [-7, -6]
trigger4 = Helper(30000),var(1) || Helper(30000),var(2)
trigger4 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*6+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(6*(6+1))/2))>=-65-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;\
trigger5 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 0; -PlayerID(var(35)),Const(size.ground.back)
trigger5 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(6*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger5 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.5)
trigger5 = PlayerID(var(35)),AnimTime = [-7, -6]
trigger5 =!PlayerID(var(35)),Ctrl
trigger5 = PlayerID(var(35)),MoveType = A
trigger5 = PlayerID(var(35)),StateNo != [0, 190]
trigger5 = Random <= 100
trigger5 = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*6+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(6*(6+1))/2))>=-65-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))

[State -3, sӑł]
type = ChangeState
value = 680
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;ԂςȂ(20F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(20*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 100 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 3
trigger1 = !Helper(30000),var(21)
;(20F)
trigger2 = var(59) < 4
trigger2 = P2Dist X >= 60 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X <=100 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Vel X = 0
trigger2 = Random < 5
trigger2 = !Helper(30000),var(21)
;
trigger3 = var(59) < 4
trigger3 = P2Dist X >=100 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X <=130 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 5 +(PlayerID(var(35)),Vel X = 0)*5
trigger3 = !Helper(30000),var(21)

;
; 100~160
;

[State -3, o[R]
type = ChangeState
value = 235
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;(11F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 110 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 1 +Ifelse(PlayerID(var(35)),Vel X>0,10,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100
trigger1 = !Helper(30000),var(21)
;
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = PlayerID(var(35)),AnimTime = [-12, -11]
trigger2 = Helper(30000),var(1) || Helper(30000),var(2)
;(11F) - U
trigger3 = var(59) < 4
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 160 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 180 +PlayerID(var(35)),Const(size.ground.front)
trigger3 = Random < 3
trigger3 = !Helper(30000),var(21)
trigger3 = var(3) >= 800
;t
trigger4 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger4 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(11*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 110 +PlayerID(var(35)),Const(size.ground.front)
trigger4 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger4 = PlayerID(var(35)),AnimTime = [-12, -11]
trigger4 = Random < 100 +(PlayerID(var(35)),MoveType = I)*150
trigger4 = var(3) >= 800

[State -3, ]
type = ChangeState
value = 410
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;(9F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 110 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 1 +Ifelse(PlayerID(var(35)),Vel X>0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100 +Ifelse(var(59)>=4,0,Ifelse(PrevStateNo=99,300,0))
trigger1 = !Helper(30000),var(21)
;
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(9*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 120 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = PlayerID(var(35)),AnimTime = [-10, -9]
trigger2 = Helper(30000),var(1) || Helper(30000),var(2)

[State -3, _bV]
type = ChangeState
value = 310
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)
;(21F)
trigger1 = var(59) < 4
trigger1 = P2Dist X >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X <=130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = PlayerID(var(35)),Vel X <= 0
trigger1 = Random < 5 +((PlayerID(var(35)),StateType=C)&&(PlayerID(var(35)),MoveType=A)&&(PlayerID(var(35)),Time >= var(33)))*75
trigger1 = !Helper(30000),var(21)

[State -3, _bVR]
type = ChangeState
value = 330
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*5+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(5*(5+1))/2))>=-55-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;ԂςȂ(5F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 120 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 50
trigger1 = !Helper(30000),var(21)
;蓮씽(5F)
trigger2 = var(59) < 4
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 60 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(5*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 140 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = Vel X + Vel Y != 0
trigger2 = Random < 5 +((PlayerID(var(35)),StateNo !=[0, 12])&&(PlayerID(var(35)),Time >= var(33)))*95
trigger2 = !Helper(30000),var(21)

[State -3, _bV]
type = ChangeState
value = 320
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*13+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(13*(13+1))/2))>=-85-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;(13F)
trigger1 = var(59) < 4
trigger1 = P2Dist X >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X <=130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 25
trigger1 = !Helper(30000),var(21)

[State -3, _bV]
type = ChangeState
value = 300
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = StateNo = [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*6+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(6*(6+1))/2))>=-75-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;(6F)
trigger1 = var(59) < 4
trigger1 = P2Dist X >= 0 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X <=130 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 5 +(PlayerID(var(35)),StateType = A)*35
trigger1 = !Helper(30000),var(21)

;
; 160~200
;

[State -3, evZ]
type = VarSet
triggerall = var(59)
trigger1 = var(52) >= 1
fvar(2) = Ifelse((P2BodyDist X-PlayerID(var(35)),Vel X*35<=145),35,(35+Ceil((P2BodyDist X -145)/(12+PlayerID(var(35)),Vel X))))

[State -3, MUGEN Hooooooooooooooooh!!!]
type = ChangeState
value = 845
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = var(52) >= 1
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
;t
trigger1 = P2BodyDist X = [130, 145]
trigger1 =!PlayerID(var(35)),Ctrl
trigger1 = PlayerID(var(35)),StateNo != [0, 155]
trigger1 = PlayerID(var(35)),Time > Floor(PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.25||PlayerID(var(35)),MoveType != A
trigger1 = PlayerID(var(35)),AnimTime = [-38, -35]
;t
trigger2 = P2BodyDist X > 145
trigger2 =!PlayerID(var(35)),Ctrl
trigger2 = PlayerID(var(35)),StateNo != [0, 155]
trigger2 = PlayerID(var(35)),Time > Floor(PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.25||PlayerID(var(35)),MoveType != A
trigger2 = PlayerID(var(35)),AnimTime = [-38-Ceil((P2BodyDist X -145)/12), -35-Ceil((P2BodyDist X -145)/12)]
;Wv
trigger3 = PlayerID(var(35)),StateType = A
trigger3 = PlayerID(var(35)),Time > Floor(PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.25||PlayerID(var(35)),MoveType != A||PlayerID(var(35)),Vel X <= 0
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(fvar(2)*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 150 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = ((PlayerID(var(35)),Vel Y*fvar(2)+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(fvar(2)*(fvar(2)+1))/2)) < -5
trigger3 = ((PlayerID(var(35)),Vel Y*fvar(2)+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(fvar(2)*(fvar(2)+1))/2)) > -200-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5)
;
trigger4 = P2BodyDist X > 180
trigger4 = PlayerID(var(35)),MoveType != A
trigger4 = PlayerID(var(35)),Life < 112
;ԂςȂ
trigger5 = P2BodyDist X >= 130
trigger5 =!PlayerID(var(35)),Ctrl
trigger5 = PlayerID(var(35)),StateNo != [0, 155]
trigger5 = PlayerID(var(35)),AnimTime <= -60
trigger5 = Helper(30000),var(1) = 1

;
; 200~
;

[State -3, ]
type = ChangeState
value = 220
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||StateNo=[10,19])
triggerall = StateNo != [98, 101]
triggerall = P2BodyDist X > 35 +25
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = !InGuardDist || Helper(30000),var(1) || Helper(30000),var(2) || Helper(30000),var(16) = 2 || var(29) >= 1
triggerall = (PlayerID(var(35)),StateType != A)||(((PlayerID(var(35)),Vel Y*19+PlayerID(var(35)),Pos Y)+(Helper(30000),fvar(2)*(19*(19+1))/2))>=-100-Ceil(PlayerID(var(35)),Const(size.mid.pos.y)*0.5))
;ԂςȂ(19F)
trigger1 = var(59) < 4
trigger1 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 180 -PlayerID(var(35)),Const(size.ground.back)
trigger1 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 260 +PlayerID(var(35)),Const(size.ground.front)
trigger1 = Random < 5 +Ifelse(PlayerID(var(35)),Vel X<0,30,0)+((PlayerID(var(35)),StateNo=[95,110])&&(PlayerID(var(35)),Time >= var(33)))*100
trigger1 = !Helper(30000),var(21)
trigger1 = var(3) >= 800
;
trigger2 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 30 -PlayerID(var(35)),Const(size.ground.back)
trigger2 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 260 +PlayerID(var(35)),Const(size.ground.front)
trigger2 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) || Helper(30000),var(1) || PlayerID(var(35)),MoveType = I
trigger2 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger2 = PlayerID(var(35)),AnimTime = [-20, -19]
trigger2 = Helper(30000),var(1) || Helper(30000),var(2)
trigger2 = var(3) >= 700
;t
trigger3 = P2Dist X - Ifelse(BackEdgeBodyDist<5,0,floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10))) >= 120 -PlayerID(var(35)),Const(size.ground.back)
trigger3 = P2Dist X - Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,(floor(19*PlayerID(var(35)),vel X-Helper(30000),var(10)))) <= 260 +PlayerID(var(35)),Const(size.ground.front)
;trigger3 = PlayerID(var(35)),Time > Floor((PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.4) 
trigger3 = (!PlayerID(var(35)),Ctrl) && (PlayerID(var(35)),StateNo != [0, 101])
trigger3 = PlayerID(var(35)),AnimTime = [-20, -19]
trigger3 = Random < 100 +(PlayerID(var(35)),MoveType = I)*150
trigger3 = var(3) >= 800

[State -3, a]
type = ChangeState
value = 810
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = !NumHelper(810)
triggerall = RoundState = 2
;
triggerall = StateType != A
triggerall = (Ctrl||(StateNo=[10,19])||var(37))
triggerall = StateNo != [98, 101]
;
triggerall = !Helper(30000),var(15)
triggerall = PlayerID(var(35)),StateType != L
triggerall = !PlayerID(var(35)),GetHitVar(fall)
;
triggerall = (!Helper(30000),var(39))+((Helper(30000),var(40))||(InGuardDist)) < 2;Ԃѓ͌ĂȂ
;
trigger1 = !InGuardDist
trigger1 = PlayerID(var(35)),Vel X <= 0
trigger1 = P2BodyDist X >= 150
trigger1 = Random < 10
trigger1 = var(3) >= 700
;t
trigger2 = P2BodyDist X >= 120
trigger2 =!PlayerID(var(35)),Ctrl
trigger2 = PlayerID(var(35)),StateNo != [0, 155]
trigger2 = PlayerID(var(35)),Time > Floor(PlayerID(var(35)),Time+abs(PlayerID(var(35)),AnimTime))*0.7||PlayerID(var(35)),MoveType != A
trigger2 = Random < abs(PlayerID(var(35)),AnimTime)*var(59)

;
;
;
;
;󒆗ZU 
;Ctrl Random EnemyNear,Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;

[State -1, Wv]
type = ChangeState
value = 620
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType = A
triggerall = Ctrl
;
;
triggerall = var(29) = 0
;蒆i
trigger1 = Vel Y < 0
trigger1 = (Time < 10) || (PlayerID(var(35)),MoveType = A)
trigger1 = P2Bodydist X -Vel X*17 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*17) < 55; -Const(size.air.front) ;O˒ 
trigger1 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*17 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*17) > 0; 茳˒ 
trigger1 = Vel Y*17+Const(Movement.yaccel)*((17*(17+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger1 = PlayerID(var(35)),StateType != A
trigger1 = P2Dist Y -Vel Y*17-const(Movement.yaccel)*((17*(17+1))/2)+PlayerID(var(35)),Vel Y*17+Helper(30000),fvar(2)*((17*(17+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 65 ;˒ 
trigger1 = !Helper(30000),var(15)
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = !PlayerID(var(35)),GetHitVar(fall)
;΋
trigger2 = P2Bodydist X -Vel X*17 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*17) < 90; -Const(size.air.front) ;O˒ 
trigger2 = P2Dist X +PlayerID(var(35)),Const(size.air.back) -Vel X*17 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*17) > 10 ;茳˒ 
trigger2 = Vel Y*16+Const(Movement.yaccel)*((16*(16+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger2 = PlayerID(var(35)),StateType = A 
trigger2 = P2Dist Y -Vel Y*17-const(Movement.yaccel)*((17*(17+1))/2)+PlayerID(var(35)),Vel Y*17+Helper(30000),fvar(2)*((17*(17+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 65 ;˒ 
trigger2 = P2Dist Y -Vel Y*17-const(Movement.yaccel)*((17*(17+1))/2)+PlayerID(var(35)),Vel Y*17+Helper(30000),fvar(2)*((17*(17+1))/2)+PlayerID(var(35)),Const(size.mid.pos.y) > -10 ;˒ 
trigger2 = !Helper(30000),var(15)
trigger2 = PlayerID(var(35)),StateType != L
trigger2 = !PlayerID(var(35)),GetHitVar(fall)
;[
trigger3 = P2Bodydist X -Vel X*17 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*17) < 90; -Const(size.air.front) ;O˒ 
trigger3 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*17 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*17) > 0; 茳˒ 
trigger3 = Vel Y*15+Const(Movement.yaccel)*((15*(15+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger3 = Vel Y*16+Const(Movement.yaccel)*((16*(16+1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger3 = PlayerID(var(35)),StateType != A
trigger3 = P2Dist Y -Vel Y*17-const(Movement.yaccel)*((17*(17+1))/2)+PlayerID(var(35)),Vel Y*17+Helper(30000),fvar(2)*((17*(17+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < 65 ;˒ 
trigger3 = !Helper(30000),var(15)
trigger3 = PlayerID(var(35)),StateType != L
trigger3 = !PlayerID(var(35)),GetHitVar(fall)
;
trigger4 = Vel Y*15+Const(Movement.yaccel)*((15*(15+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger4 = Vel Y*16+Const(Movement.yaccel)*((16*(16+1))/2)+Pos Y >= 0 ;̂e܂łɒn 

[State -1, Wv]
type = ChangeState
value = 620
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType = A
triggerall = Ctrl
;
;
triggerall = var(29) = 0
;΋
trigger1 = P2Bodydist X -Vel X*13 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*13) < 110; -Const(size.air.front) ;O˒ 
trigger1 = P2Dist X +PlayerID(var(35)),Const(size.air.back) -Vel X*13 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*13) > 0 ;茳˒ 
trigger1 = Vel Y*12+Const(Movement.yaccel)*((12*(12+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger1 = PlayerID(var(35)),StateType = A 
trigger1 = P2Dist Y -Vel Y*13-const(Movement.yaccel)*((13*(13+1))/2)+PlayerID(var(35)),Vel Y*13+Helper(30000),fvar(2)*((13*(13+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -65 ;˒ 
trigger1 = P2Dist Y -Vel Y*13-const(Movement.yaccel)*((13*(13+1))/2)+PlayerID(var(35)),Vel Y*13+Helper(30000),fvar(2)*((13*(13+1))/2)+PlayerID(var(35)),Const(size.mid.pos.y) > -80 ;˒ 
trigger1 = !Helper(30000),var(15)
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = !PlayerID(var(35)),GetHitVar(fall)
;擖
trigger2 = P2Bodydist X -Vel X*13 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*13) < 110; -Const(size.air.front) ;O˒ 
trigger2 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*13 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*13) > 95 ;茳˒ 
trigger2 = Vel Y*12+Const(Movement.yaccel)*((12*(12+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger2 = Vel Y*18+Const(Movement.yaccel)*((18*(18+1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger2 = PlayerID(var(35)),StateType != A
trigger2 = P2Dist Y -Vel Y*13-const(Movement.yaccel)*((13*(13+1))/2)+PlayerID(var(35)),Vel Y*13+Helper(30000),fvar(2)*((13*(13+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -65 ;˒ 
;[
trigger3 = P2Bodydist X -Vel X*13 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*13) < 110; -Const(size.air.front) ;O˒ 
trigger3 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*13 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*13) > 0; 茳˒ 
trigger3 = Vel Y*12+Const(Movement.yaccel)*((12*(12+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger3 = Vel Y*14+Const(Movement.yaccel)*((14*(14+1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger3 = PlayerID(var(35)),StateType != A
trigger3 = P2Dist Y -Vel Y*13-const(Movement.yaccel)*((13*(13+1))/2)+PlayerID(var(35)),Vel Y*13+Helper(30000),fvar(2)*((13*(13+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -65 ;˒ 
trigger3 = !Helper(30000),var(15)
trigger3 = PlayerID(var(35)),StateType != L
trigger3 = !PlayerID(var(35)),GetHitVar(fall)

[State -1, WvR]
type = ChangeState
value = 630
;{
triggerall = var(59) > 0
triggerall = NumHelper(30000)
triggerall = PlayerIDExist(var(35))
triggerall = !NumHelper(10150)
triggerall = RoundState = 2
;
triggerall = StateType = A
triggerall = Ctrl
;
;
triggerall = var(29) = 0
;΋
trigger1 = P2Bodydist X -Vel X*7 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*7) < 65; -Const(size.air.front) ;O˒ 
trigger1 = P2Dist X +PlayerID(var(35)),Const(size.air.back) -Vel X*7 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*7) > 20 ;茳˒ 
trigger1 = Vel Y*6+Const(Movement.yaccel)*((6*(6+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger1 = PlayerID(var(35)),StateType = A 
trigger1 = P2Dist Y -Vel Y*7-const(Movement.yaccel)*((7*(7+1))/2)+PlayerID(var(35)),Vel Y*7+Helper(30000),fvar(2)*((7*(7+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -5 ;˒ 
trigger1 = P2Dist Y -Vel Y*7-const(Movement.yaccel)*((7*(7+1))/2)+PlayerID(var(35)),Vel Y*7+Helper(30000),fvar(2)*((7*(7+1))/2)+PlayerID(var(35)),Const(size.mid.pos.y) > -35 ;˒ 
trigger1 = !Helper(30000),var(15)
trigger1 = PlayerID(var(35)),StateType != L
trigger1 = !PlayerID(var(35)),GetHitVar(fall)
;Βn
trigger2 = P2Bodydist X -Vel X*7 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*7) < 65; -Const(size.air.front) ;O˒ 
trigger2 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*10 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*7) > 0 ;茳˒ 
trigger2 = Vel Y* 6+Const(Movement.yaccel)*(( 6*( 6+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger2 = Vel Y*12+Const(Movement.yaccel)*((12*(12+1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger2 = PlayerID(var(35)),StateType != A
trigger2 = P2Dist Y -Vel Y*7-const(Movement.yaccel)*((7*(7+1))/2)+PlayerID(var(35)),Vel Y*7+Helper(30000),fvar(2)*((7*(7+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -5 ;˒ 
;[
trigger3 = P2Bodydist X -Vel X*7 -Ifelse(PlayerID(var(35)),BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*7) < 65; -Const(size.air.front) ;O˒ 
trigger3 = P2Dist X +PlayerID(var(35)),Const(size.ground.back) -Vel X*7 -Ifelse(BackEdgeBodyDist<5,0,PlayerID(var(35)),Vel X*7) > 0; 茳˒ 
trigger3 = Vel Y*6+Const(Movement.yaccel)*((6*(6+1))/2)+Pos Y < 0 ;܂łɒnȂ 
trigger3 = Vel Y*8+Const(Movement.yaccel)*((8*(8+1))/2)+Pos Y >= 0 ;̂e܂łɒn 
trigger3 = PlayerID(var(35)),StateType != A
trigger3 = P2Dist Y -Vel Y*7-const(Movement.yaccel)*((7*(7+1))/2)+PlayerID(var(35)),Vel Y*7+Helper(30000),fvar(2)*((7*(7+1))/2)+PlayerID(var(35)),Const(size.head.pos.y) < -5 ;˒ 
trigger3 = !Helper(30000),var(15)
trigger3 = PlayerID(var(35)),StateType != L
trigger3 = !PlayerID(var(35)),GetHitVar(fall)

;
;̋n
;

;͐ŝłԂςȂ̂

[State -3, M, n]
type = ChangeState
value = 855
triggerall = var(59) > 0
triggerall = var(57)
triggerall = !var(1)
triggerall = !var(2)
triggerall = StateType != A
triggerall = var(37) || (Ctrl||(StateNo=[10,19]))
triggerall = NumHelper(10150)
triggerall = NumHelper(30000)
triggerall = RoundState = 2
triggerall = PlayerIDExist(var(35))
triggerall = PlayerID(var(35)),StateType != L
triggerall = !Helper(30000),var(15)
triggerall = !PlayerID(var(35)),GetHitVar(fall)
trigger1 = var(39)

;
;
;=================================AI⏕wp[=============================================

[Statedef 30000]
physics = N
ctrl = 0
anim = 30000

;_____________________________________________________________________K[hwK

[State 30000, ȌԂX^bN (1: 2: 3: 4:_EH) ]
type = VarSet
trigger1 = GameTime%2 = 0
var(5) = IfElse(Root,StateType=S,1,IfElse(Root,StateType=C,2,IfElse(Root,StateType=A,3,4)))
ignorehitpause = 1

[State 30000, OɃXe[g120܂140ǂX^bN]
type = VarSet
triggerall = GameTime%2 = 0 
trigger1 = Root,StateNo = 120 
trigger2 = Root,StateNo = 140 
trigger3 = Root,StateNo = 130 
trigger4 = Root,StateNo = 131 
trigger5 = Root,StateNo = [150,151] 
trigger6 = Root,StateNo = [152,153] 
var(6) =   1
ignorehitpause = 1 

[State 30000, Ⴄꍇ0ɖ߂] 
type = VarSet
triggerall = var(6)
trigger1 = Root,StateNo != 120 
trigger1 = Root,StateNo != 130 
trigger1 = Root,StateNo != 131 
trigger1 = Root,StateNo != 140 
trigger1 = Root,StateNo != [150,151] 
trigger1 = Root,StateNo != [152,153] 
var(6) = 0 
ignorehitpause = 1 

[State 30000, K[s]
Type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = var(6) = 0
trigger1 = (fvar(10) = fvar(13)) || (fvar(10) = fvar(14)) || (fvar(10) = fvar(15))
trigger1 = fvar(10) != 0
trigger1 = PlayerID(Root,var(35)),StateNo = fvar(10)
trigger2 = (fvar(11) = fvar(13)) || (fvar(11) = fvar(14)) || (fvar(11) = fvar(15))
trigger2 = fvar(11) != 0
trigger2 = PlayerID(Root,var(35)),StateNo = fvar(11)
trigger3 = (fvar(12) = fvar(13)) || (fvar(12) = fvar(14)) || (fvar(12) = fvar(15))
trigger3 = fvar(12) != 0
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(12)
var(7) = 1
IgnoreHitPause = 1

[State 30000, YȂꍇɃZbg]
Type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Var(7) = 1
trigger1 = PlayerID(Root,var(35)),StateNo != fvar(10) || fvar(10) = 0
trigger1 = PlayerID(Root,var(35)),StateNo != fvar(11) || fvar(11) = 0
trigger1 = PlayerID(Root,var(35)),StateNo != fvar(12) || fvar(12) = 0
var(7) = 0
IgnoreHitPause = 1

[State 30000, ˌ邩f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != 0
trigger1 = var(7) = 1
var(1) = 1

[State 30000]
type = VarSet
triggerall = var(1)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),Time = 0
trigger2 = PlayerID(Root,var(35)),NumProj
trigger3 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
var(1)  = 0

[State 30000, ˌ邩f]
type = VarSet
triggerall = RoundState = 2
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != 0
triggerall = PlayerID(Root,var(35)),StateNo != 5900
triggerall = PlayerID(Root,var(35)),StateNo != fvar(29)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(30)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(31)
triggerall = PlayerID(Root,var(35)),StateNo != [0, 155]
triggerall = !PlayerID(Root,var(35)),NumProj
triggerall = (!var(39))+((var(40))||(Root,InGuardDist)) < 2;Ԃѓ͌ĂȂ
trigger1 = P2BodyDist X <= abs(PlayerID(Root,var(35)),AnimTime)*2
trigger1 = PlayerID(Root,var(35)),AnimTime <= -(60+Root,var(15)*10)
trigger1 = PlayerID(Root,var(35)),Vel X = 0
trigger1 = !PlayerID(Root,var(35)),Ctrl
var(1) = 1

[State 30000]
type = VarSet
trigger1 = var(1) = 1
var(3) = Root,Time

[State 30000, ˌ邩f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(7) = 0
triggerall = var(1) = 1
triggerall = Root,StateNo = [98, 101]
trigger1 = PlayerID(Root,var(35)),Time = 0
trigger2 = PlayerID(Root,var(35)),Ctrl
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(29)
trigger4 = PlayerID(Root,var(35)),StateNo = fvar(30)
trigger5 = PlayerID(Root,var(35)),StateNo = fvar(31)
trigger6 = PlayerID(Root,var(35)),NumProj
trigger7 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
trigger8 = PlayerID(Root,var(35)),Vel X != 0
trigger9 = Root,Time != var(3)
var(1) = 2

[State 30000, ˌ邩f]
type = VarSet
triggerall = var(1) = 2
trigger1 = Root,StateNo != [98, 101]
trigger2 = RoundState < 2
var(1) = 0

[State 30000, ˌ邩f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(7) = 0
triggerall = Root,StateNo != [98, 101]
trigger1 = PlayerID(Root,var(35)),Time = 0
trigger2 = PlayerID(Root,var(35)),Ctrl
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(29)
trigger4 = PlayerID(Root,var(35)),StateNo = fvar(30)
trigger5 = PlayerID(Root,var(35)),StateNo = fvar(31)
trigger6 = PlayerID(Root,var(35)),NumProj
trigger7 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
var(1) = 0

[State 30000, ˌs1]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(29) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(1) = 1
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(29) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, ˌs2]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(29) != 0
triggerall = fvar(29) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(29) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(30) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(1) = 1
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(30) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, ˌs3]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(29) != 0
triggerall = fvar(29) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(29) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(30) != 0
triggerall = fvar(30) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(30) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(31) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(1) = 1
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(31) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, 邩f]
type = VarSet
triggerall = Root,var(59)
triggerall = !var(2)
triggerall = RoundState = 2
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != 0
triggerall = !PlayerID(Root,var(35)),Ctrl
triggerall = PlayerID(Root,var(35)),StateNo != 5900
triggerall = PlayerID(Root,var(35)),StateNo != fvar(5)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(6)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(7)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(8)
triggerall = PlayerID(Root,var(35)),StateNo != fvar(9)
triggerall = PlayerID(Root,var(35)),StateNo != [0, 155]
triggerall = !PlayerID(Root,var(35)),NumProj
triggerall = (!var(39))+((var(40))||(Root,InGuardDist)) < 2;Ԃѓ͌ĂȂ
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
trigger1 = (PlayerID(Root,var(35)),MoveGuarded = 1)
trigger2 = Root,StateNo = 150
trigger2 = Root,PrevStateNo != [150, 155]
trigger2 = Root,AnimElem = 1
trigger3 = Root,StateNo = 151
trigger3 = Root,PrevStateNo != [150, 155]
trigger3 = Root,AnimElem = 1
trigger4 = Root,StateNo = 152
trigger4 = Root,PrevStateNo != [150, 155]
trigger4 = Root,AnimElem = 1
trigger5 = Root,StateNo = 153
trigger5 = Root,PrevStateNo != [150, 155]
trigger5 = Root,AnimElem = 1
var(2) = 1

[State 30000, ~]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
trigger1 = PlayerID(Root,var(35)),AnimElem = 1
trigger1 = PlayerID(Root,var(35)),MoveType = A
trigger2 = PlayerID(Root,var(35)),Ctrl
trigger3 = PlayerID(Root,var(35)),StateNo = fvar(5)
trigger4 = PlayerID(Root,var(35)),StateNo = fvar(6)
trigger5 = PlayerID(Root,var(35)),StateNo = fvar(7)
trigger6 = PlayerID(Root,var(35)),StateNo = fvar(8)
trigger7 = PlayerID(Root,var(35)),StateNo = fvar(9)
trigger8 = PlayerID(Root,var(35)),NumProj
trigger9 = (!var(39))+((var(40))||(Root,InGuardDist)) = 2;Ԃѓ
trigger10= PlayerID(Root,var(35)),MoveType = H
trigger11= PlayerID(Root,var(35)),StateNo = [0, 155]
var(2) = 0

[State 30000, s1]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(5) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s2]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(6) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s3]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) != 0
triggerall = fvar(6) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(6) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(7) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(7) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s4]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) != 0
triggerall = fvar(6) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(6) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(7) != 0
triggerall = fvar(7) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(7) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(8) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(8) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, s5]
type = VarSet
triggerall = Root,var(59) > 0
triggerall = fvar(5) != 0
triggerall = fvar(5) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(5) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(6) != 0
triggerall = fvar(6) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(6) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(7) != 0
triggerall = fvar(7) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(7) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(8) != 0
triggerall = fvar(8) != PlayerID(Root,var(35)),StateNo
triggerall = fvar(8) != PlayerID(Root,var(35)),PrevStateNo
triggerall = fvar(9) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(2)
triggerall = Root,GetHitVar(HitCount) = 1
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)&&(Root,StateNo !=[120,155])
fvar(9) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

;----------------------------- iwK ----------------------------------------

[State 30000,i1(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(10) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) < 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) > -100000                       ;e(L)̔pVarグĂȂ
fvar(10) = (-Root,Var(34))                              ;̒l̂܂܂ł͎gȂ琳̒lɖ߂ăZbg
IgnoreHitPause = 1

[State 30000,i2(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(10) != 0 && fvar(10) != (-Root,var(34))
triggerall = fvar(11) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) < 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) > -100000                       ;e(L)̔pVarグĂȂ
fvar(11) = (-Root,Var(34))                              ;̒l̂܂܂ł͎gȂ琳̒lɖ߂ăZbg
IgnoreHitPause = 1

[State 30000,i3(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
TriggerAll = Root,MoveType = H	                        ;e(L)炢Ԃ̎
TriggerAll = fvar(10) != 0 && fvar(10) != (-Root,var(34))
TriggerAll = fvar(11) != 0 && fvar(11) != (-Root,var(34))
TriggerAll = fvar(12) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
Trigger1 = Root,Var(34) < 0                             ;e(L)̔pVar̒l̎
Trigger1 = Root,Var(34) > -100000                       ;e(L)̔pVarグĂȂ
fvar(12) = (-Root,Var(34))                              ;̒l̂܂܂ł͎gȂ琳̒lɖ߂ăZbg
IgnoreHitPause = 1

;----------------------------- iwK ----------------------------------------

[State 30000,i1(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(13) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) > 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) < 100000                        ;e(L)̔pVarグĂȂ
fvar(13) = (Root,Var(34))                               ;̒l͂̂܂܎ĝł̂܂܃Zbg
IgnoreHitPause = 1

[State 30000,i2(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
triggerall = Root,MoveType = H	                        ;e(L)炢Ԃ̎
triggerall = fvar(13) != 0 && fvar(13) != (Root,var(34))
triggerall = fvar(14) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
trigger1 = Root,Var(34) > 0                             ;e(L)̔pVar̒l̎
trigger1 = Root,Var(34) < 100000                        ;e(L)̔pVarグĂȂ
fvar(14) = (Root,Var(34))                               ;̒l͂̂܂܎ĝł̂܂܃Zbg
IgnoreHitPause = 1

[State 30000,i3(Xe[gԍۑ)]
Type = VarSet
triggerall = IsHelper
TriggerAll = Root,MoveType = H	                        ;e(L)炢Ԃ̎
TriggerAll = fvar(13) != 0 && fvar(13) != (Root,var(34))
TriggerAll = fvar(14) != 0 && fvar(14) != (Root,var(34))
TriggerAll = fvar(15) = 0	                            ;iwKpVarݒ肳ĂȂ(wK)
Trigger1 = Root,Var(34) > 0                             ;e(L)̔pVar̒l̎
Trigger1 = Root,Var(34) < 100000                        ;e(L)̔pVarグĂȂ
fvar(15) = (Root,Var(34))                               ;̒l͂̂܂܎ĝł̂܂܃Zbg
IgnoreHitPause = 1

;------------------------ K[h؂ւϐ -----------------------------------

[State 30000,K[h؂ւp(Zbg)]
type = Varset
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Root,var(59)>=2
triggerall = var(8)>0
trigger1 = fvar(10)=0 || fvar(10)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(11)=0 || fvar(11)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(12)=0 || fvar(12)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(13)=0 || fvar(13)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(14)=0 || fvar(14)!=PlayerID(Root,var(35)),StateNo
trigger1 = fvar(15)=0 || fvar(15)!=PlayerID(Root,var(35)),StateNo
var(8) = 0
IgnoreHitPause = 1

[State 30000,K[h؂ւp(i)]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Root,var(59)>=2
trigger1 = fvar(10)!=0 && fvar(10)=PlayerID(Root,var(35)),StateNo
trigger2 = fvar(11)!=0 && fvar(11)=PlayerID(Root,var(35)),StateNo
trigger3 = fvar(12)!=0 && fvar(12)=PlayerID(Root,var(35)),StateNo
var(8) = 1
IgnoreHitPause = 1

[State 30000,K[h؂ւp(i)]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = IsHelper
triggerall = Root,var(59)>=2
trigger1 = fvar(13)!=0 && fvar(13)=PlayerID(Root,var(35)),StateNo
trigger2 = fvar(14)!=0 && fvar(14)=PlayerID(Root,var(35)),StateNo
trigger3 = fvar(15)!=0 && fvar(15)=PlayerID(Root,var(35)),StateNo
var(8) = 2
IgnoreHitPause = 1
;_________________________________________________________________K[hwKI

[State 30000, FL1]
type = VarSet
triggerall = Root,var(59) >= 3
triggerall = fvar(32) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(32) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL2]
type = VarSet
triggerall = Root,var(59) >= 3
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(33) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL3]
type = VarSet
triggerall = Root,var(59) >= 3
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(34) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL4]
type = VarSet
triggerall = Root,var(59) >= 4
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(35) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL5]
type = VarSet
triggerall = Root,var(59) >= 4
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(36) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL6]
type = VarSet
triggerall = Root,var(59) >= 4
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(36)*0.01)
triggerall = fvar(37) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(37) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL7]
type = VarSet
triggerall = Root,var(59) >= 5
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(36)*0.01)
triggerall = fvar(37) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(37)*0.01)
triggerall = fvar(38) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(38) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, FL8]
type = VarSet
triggerall = Root,var(59) >= 5
triggerall = fvar(32) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(32)*0.01)
triggerall = fvar(33) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(33)*0.01)
triggerall = fvar(34) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(34)*0.01)
triggerall = fvar(35) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(35)*0.01)
triggerall = fvar(36) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(36)*0.01)
triggerall = fvar(37) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(37)*0.01)
triggerall = fvar(38) != 0
triggerall = PlayerID(Root,var(35)),StateNo != Floor(fvar(38)*0.01)
triggerall = fvar(39) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),HitDefAttr = SC,NA
trigger1 = (PlayerID(Root,var(35)),MoveContact = 1) || (Root,MoveType = H)
fvar(39) = PlayerID(Root,var(35)),StateNo*100 + PlayerID(Root,var(35)),Time
ignorehitpause = 1

[State 30000, e{, 0]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = Root,var(58) = 0
var(13) = 0

[State 30000, e{]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = Root,var(58) > 0
var(13) = Floor(((((Root,LifeMAX-Root,Life)*0.001)*2)+((PlayerID(Root,var(35)),Life-Root,Life)*0.001))*(Root,var(58)*Ifelse(Root,var(59)<5,30,10)))

[State 30000, e]
type = VarSet
triggerall = var(4) = 0
trigger1 = Root,StateNo = 780
var(4) = 1
ignorehitpause = 1

[State 30000, e胊Zbg]
type = VarSet
triggerall = var(4) = 1
trigger1 = Root,StateNo != 780
trigger1 = Root,MoveType != H
var(4) = 0
ignorehitpause = 1

[State 30000, esL]
type = VarSet
triggerall = var(4) = 1
triggerall = fvar(20) = 0
triggerall = PlayerIDExist(Root,var(35))
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)
fvar(20) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, esL]
type = VarSet
triggerall = var(4) = 1
triggerall = fvar(20) != 0
triggerall = fvar(21) = 0
triggerall = PlayerIDExist(Root,var(35))
trigger1 = (PlayerID(Root,var(35)),MoveHit = 1) || (Root,MoveType = H)
fvar(21) = PlayerID(Root,var(35)),StateNo
ignorehitpause = 1

[State 30000, d͌vZ?]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = GameTime%2=1
trigger1 = 1
fvar(0) = PlayerID(Root,var(35)),Vel Y

[State 30000, d͌vZ?]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = GameTime%2=0
trigger1 = 1
fvar(1) = PlayerID(Root,var(35)),Vel Y

[State 30000, d͌vZ?]
type = null
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),MoveType != H
trigger1 = vel Y = 0 || PlayerID(Root,var(35)),StateType != A
trigger1 = fvar(2):= 0
trigger2 = PlayerID(Root,var(35)),MoveType != H
trigger2 = abs(abs(fvar(0)) - abs(fvar(1))) != [-1, 1]
trigger2 = fvar(2):=PlayerID(Root,var(35)),Const(movement.yaccel)
trigger3 =  PlayerID(Root,var(35)),MoveType = H
trigger3 = fvar(2):=PlayerID(Root,var(35)),GetHitVar(yaccel)
trigger4 = GameTime%2=0
trigger4 = PlayerID(Root,var(35)),MoveType != H
;trigger4 = fvar(0) - fvar(1) = [-1, 1]
trigger4 = fvar(2):= fvar(1) - fvar(0)
trigger5 = GameTime%2=1
trigger5 = PlayerID(Root,var(35)),MoveType != H
;trigger5 = fvar(1) - fvar(0) = [0, 1]
trigger5 = fvar(2):= fvar(0) - fvar(1)

[State 30000, L]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = fvar(24) = 0
triggerall = PlayerID(Root,var(35)),MoveType = I
triggerall = PlayerID(Root,var(35)),StateType != A
triggerall = PlayerID(Root,var(35)),StateNo != [0, 200]
triggerall = !PlayerID(Root,var(35)),Ctrl
triggerall = P2BodyDist X = [-20, 20]
trigger1 = Root,MoveType = A
trigger1 = Root,Time > 10
trigger1 = Root,StateNo = 410
trigger1 = !Root,MoveContact
fvar(24) =  PlayerID(Root,var(35)),StateNo

[State 30000, `FbNyz]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = S
triggerall = (PlayerID(Root,var(35)),StateNo = 0) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.1)*10) < 3
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 1

[State 30000, `FbNyz]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = C
triggerall = (PlayerID(Root,var(35)),StateNo = [10,12]) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.01)*100) < 30
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 10

[State 30000, `FbNy󒆁z]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = A
triggerall = (PlayerID(Root,var(35)),StateNo = [40,50]) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.001)*1000) < 300
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 100

[State 30000, `FbNy󒆁z]
type = VarAdd
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType = A
triggerall = (PlayerID(Root,var(35)),StateNo = [40,50]) || (PlayerID(Root,var(35)),StateNo = [120,150])
triggerall = fvar(25)-(Floor(fvar(25)*0.0001)*10000) < 5000
triggerall = !Root,MoveContact
trigger1 = Root,StateNo = 310 && Root,Time = 9
trigger2 = Root,StateNo = 330 && Root,Time = 18
fvar(25) = 1000

[State 30000, vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = S
var(10) = Ceil((fvar(25)-(Floor(fvar(25)*0.1)*10))*3)

[State 30000, 蔻vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = C
var(10) = Ceil(Floor((fvar(25)*0.1)-(Floor(fvar(25)*0.01)*10))*3)

[State 30000, 󒆔vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = A
var(10) = Ceil(Floor((fvar(25)*0.01)-(Floor(fvar(25)*0.001)*10))*3)

[State 30000, 󒆔vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType = A
var(11) = Ceil(-Floor((fvar(25)*0.001)-(Floor(fvar(25)*0.0001)*10))*5)

[State 30000, 󒆔vZ]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),StateType != A
var(11) = 0

[State 30000, Nオ蔻f]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
trigger1 = PlayerID(Root,var(35)),StateNo = 5120
trigger2 = PlayerID(Root,var(35)),MoveType = I || PlayerID(Root,var(35)),MoveType = H 
trigger2 = PlayerID(Root,var(35)),StateNo != [5000, 5200]
trigger2 = PlayerID(Root,var(35)),PrevStateNo = [5000, 5200]
trigger2 = PlayerID(Root,var(35)),StateNo != [0, 200]
var(15) = 1

[State 30000, Nオ蔻f]
type = VarSet
triggerall = var(15)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),Ctrl
trigger2 = PlayerID(Root,var(35)),MoveType = A
trigger3 = PlayerID(Root,var(35)),StateNo = [0, 200]
var(15) = 0

[State 30000, \]
type = VarSet
triggerall = var(16) = 0
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
triggerall = PlayerID(Root,var(35)),MoveType = A
triggerall = !PlayerID(Root,var(35)),MoveContact
trigger1 = PlayerID(Root,var(35)),HitDefattr = SA, SA
trigger1 = PlayerID(Root,var(35)),Vel Y < 0
var(16) = 1

[State 30000, \]
type = VarSet
triggerall = var(16) = 1
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
;triggerall = PlayerID(Root,var(35)),MoveType = A
triggerall = !PlayerID(Root,var(35)),MoveContact
;trigger1 = PlayerID(Root,var(35)),HitDefattr = SA, SA
trigger1 = PlayerID(Root,var(35)),Vel Y > 0
trigger1 = PlayerID(Root,var(35)),Vel X = [0, 3]
var(16) = 2

[State 30000, \]
type = VarSet
triggerall = var(16)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),Ctrl
;trigger2 = PlayerID(Root,var(35)),MoveType != A
trigger2 = PlayerID(Root,var(35)),MoveContact
trigger3 = PlayerID(Root,var(35)),Pos Y >= 0
trigger3 = PlayerID(Root,var(35)),Vel Y > 0
trigger4 = PlayerID(Root,var(35)),MoveType = H
var(16) = 0

[State 30000, s]
type = VarSet
triggerall = var(18) = 0
triggerall = Root,StateNo = 730 || Root,StateNo = 732
triggerall = Root,Time >= 4
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateType != A
trigger1 = !PlayerID(Root,var(35)),Ctrl
var(18) = PlayerID(Root,var(35)),StateNo

[State 30000, 肷L]
type = VarSet
triggerall = RoundState = 2
triggerall = PlayerIDExist(Root,var(35))
triggerall = (Root,Pos X+100) - (PlayerID(Root,var(35)),Pos X+100) < 95
;triggerall = P2BodyDist X = [50+floor(14*(PlayerID(var(35)),vel X)),(75+floor(14*(PlayerID(var(35)),vel X))-Helper(30000),var(10))]
trigger1 = Root,StateType = C
trigger1 = !PlayerID(Root,var(35)),Ctrl
trigger1 = PlayerID(Root,var(35)),StateType = S
trigger1 = PlayerID(Root,var(35)),MoveType = A
trigger1 = PlayerID(Root,var(35)),AnimTime = [-1, 0]
var(20) = PlayerID(Root,var(35)),StateNo

[State 30000, ǂm]
type = VarSet
triggerall = fvar(26) = 0
trigger1 = Root,StateNo = 760
fvar(26) = 1

[State 30000, ǂm]
type = VarSet
triggerall = fvar(26) = 1
trigger1 = Root,MoveType = H
fvar(26) = 2

[State 30000, ǂm]
type = VarSet
triggerall = fvar(26) = 1
trigger1 = Root,StateNo = 0
trigger2 = Root,StateNo = 19
trigger3 = Root,Ctrl
fvar(26) = 0

[State 30000, gL1]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = !fvar(27)
trigger1 = Root,MoveReversed = 1
fvar(27) = Root,var(36)

[State 30000, gL2]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = fvar(27)
triggerall = fvar(27) != Root,var(36)
triggerall = !fvar(28)
trigger1 = Root,MoveReversed = 1
fvar(28) = Root,var(36)

[State 30000, gx]
type = VarSet
triggerall = !var(21)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = fvar(27)
trigger1 = fvar(27) = PlayerID(Root,var(35)),StateNo
trigger2 = fvar(28)
trigger2 = fvar(28) = PlayerID(Root,var(35)),StateNo
var(21) = 1

[State 30000, gx]
type = VarSet
triggerall = var(21)
triggerall = PlayerIDExist(Root,var(35))
trigger1 = fvar(27) != PlayerID(Root,var(35)),StateNo
trigger1 = fvar(28) != PlayerID(Root,var(35)),StateNo || !fvar(28)
var(21) = 0

[State 30000, sL]
type = VarSet
triggerall = !var(23)
triggerall = PlayerIDExist(Root,var(35))
triggerall = !PlayerID(Root,var(35)),Ctrl
trigger1 = PlayerID(Root,var(35)),MoveType = A
var(22) = PlayerID(Root,var(35)),StateNo*1000+PlayerID(Root,var(35)),Time

[State 30000, sL]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = PlayerID(Root,var(35)),StateNo != Root,var(36)
trigger1 = Root,MoveType = H
trigger1 = Root,Anim != [5000, 5120]
var(23) = var(22)

[State 30000, sL]
type = VarSet
trigger1 = Floor(var(23)*0.001) = [1, 200]
var(23) = 0

[State 30000, _EƂ}WفI]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
trigger1 = PlayerID(Root,var(35)),GetHitVar(fall)
trigger1 = PlayerID(Root,var(35)),StateNo = [5000, 5070]
var(24) = 1

[State 30000, _EƂ}WفI]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(24) = 1
trigger1 = PlayerID(Root,var(35)),StateNo = [5110, 5120]
var(24) = 0

[State 30000, _EƂ}WفI]
type = VarSet
triggerall = PlayerIDExist(Root,var(35))
triggerall = var(24) = 1
trigger1 = PlayerID(Root,var(35)),StateNo = [0, 200]
trigger2 = PlayerID(Root,var(35)),Ctrl
var(24) = 2




;***********p*************************

;FL

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(32)
triggerall = fvar(32) != Root,fvar(32)
trigger1 = fvar(32):=Root,fvar(32)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(33)
triggerall = fvar(33) != Root,fvar(33)
trigger1 = fvar(33):=Root,fvar(33)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(34)
triggerall = fvar(34) != Root,fvar(34)
trigger1 = fvar(34):=Root,fvar(34)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(35)
triggerall = fvar(35) != Root,fvar(35)
trigger1 = fvar(35):=Root,fvar(35)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(36)
triggerall = fvar(36) != Root,fvar(36)
trigger1 = fvar(36):=Root,fvar(36)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(37)
triggerall = fvar(37) != Root,fvar(37)
trigger1 = fvar(37):=Root,fvar(37)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(38)
triggerall = fvar(38) != Root,fvar(38)
trigger1 = fvar(38):=Root,fvar(38)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(39)
triggerall = fvar(39) != Root,fvar(39)
trigger1 = fvar(39):=Root,fvar(39)
IgnoreHitPause = 1
persistent = 0

;esL

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(20)
triggerall = fvar(20) != Root,fvar(20)
trigger1 = fvar(20):=Root,fvar(20)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(21)
triggerall = fvar(21) != Root,fvar(21)
trigger1 = fvar(21):=Root,fvar(21)
IgnoreHitPause = 1
persistent = 0

;iL

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(10)
triggerall = fvar(10) != Root,fvar(10)
trigger1 = fvar(10):=Root,fvar(10)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(11)
triggerall = fvar(11) != Root,fvar(11)
trigger1 = fvar(11):=Root,fvar(11)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(12)
triggerall = fvar(12) != Root,fvar(12)
trigger1 = fvar(12):=Root,fvar(12)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(13)
triggerall = fvar(13) != Root,fvar(13)
trigger1 = fvar(13):=Root,fvar(13)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(14)
triggerall = fvar(14) != Root,fvar(14)
trigger1 = fvar(14):=Root,fvar(14)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(15)
triggerall = fvar(15) != Root,fvar(15)
trigger1 = fvar(15):=Root,fvar(15)
IgnoreHitPause = 1
persistent = 0

;ً}

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(24)
triggerall = fvar(24) != Root,fvar(24)
trigger1 = fvar(24):=Root,fvar(24)
IgnoreHitPause = 1
persistent = 0

;ˌs

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(29)
triggerall = fvar(29) != Root,fvar(29)
trigger1 = fvar(29):=Root,fvar(29)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(30)
triggerall = fvar(30) != Root,fvar(30)
trigger1 = fvar(30):=Root,fvar(30)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(31)
triggerall = fvar(31) != Root,fvar(31)
trigger1 = fvar(31):=Root,fvar(31)
IgnoreHitPause = 1
persistent = 0

;

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(25)
triggerall = fvar(25) != Root,fvar(25)
trigger1 = fvar(25):=Root,fvar(25)
IgnoreHitPause = 1
persistent = 0

;ǂ
[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(26)
triggerall = fvar(26) != Root,fvar(26)
trigger1 = fvar(26):=Root,fvar(26)
IgnoreHitPause = 1
persistent = 0

;g
[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(27)
triggerall = fvar(27) != Root,fvar(27)
trigger1 = fvar(27):=Root,fvar(27)
IgnoreHitPause = 1
persistent = 0

[State 30000, ep]
type = null
triggerall = IsHelper
triggerall = RoundState<=2
triggerall = Root,fvar(28)
triggerall = fvar(28) != Root,fvar(28)
trigger1 = fvar(28):=Root,fvar(28)
IgnoreHitPause = 1
persistent = 0

;**************************************************

[State 30000, Turn];U
Type = turn
Trigger1 = Facing != root,Facing ;{̂ƈقȂȂ

[State 30000];i萳ʂֈړj
Type = PosSet
Trigger1 = PlayerIDExist(Root,var(35))
X = PlayerID(Root,var(35)),Pos X +3*PlayerID(Root,var(35)),Facing

[State 30000];萳ʂInGuardDist
Type = Varset
var(39) = InGuardDist
Trigger1 = 1

[State 30000, Posadd 100];W+100i{̂+100ւ炷j
Type = PosSet
Trigger1 = 1
X = Root,Pos X +100*Root,Facing

[State 30000, Front GuardDist varset];OInGuardDist
Type = Varset
var(40) = InGuardDist
Trigger1 = 1

[State 30000, Posadd -200];W-200i{̂-100ւ炷j
Type = Posadd
Trigger1 = 1
X = -150

[State 30000, Back GuardDist varset];둤InGuardDist
Type = Varset
var(41) = InGuardDist
Trigger1 = 1

[State 30000, Posadd 100];W+100i{̂ƓWɂǂj
Type = Posadd
Trigger1 = 1
X = 50

[State 30000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30000]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2= noshadow

[State 30000, Posset in Root];WX{̂ɂ킹
Type = Posset
Trigger1 = 1
X = Root,Pos X

[State 30000]
type = DestroySelf
triggerall = RoundState = 2
trigger1 = Root,var(59) = -1

;=================================AINwp[=============================================
[Statedef 20000]
physics = N
ctrl = 0
anim = -1

[State 20000 ,ԈႢŖ{̂痧ֈڍs]
type = SelfState
trigger1 = !Ishelper
value = 0

[State 20000]
type = Turn
trigger1 = root,facing != facing

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000]
type = assertspecial
trigger1 = 1
flag = invisible

[State 20000,vC[]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 20000,]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59) !=0 || var(59) =-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 20000,׸ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1